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0npc_combine_s5  05weapon_shotgun5  0 weapon_smg1    W# P   fD d2_lostcoast sky_lostcoast_hdr8@Qm8@ @Qmmnmmommommnonmmonqnmmo8@ @Qabcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba8@ @Qmmmmmaaaaammmmmaaaaaabcdefgabcdefg8@ @Qmamamamamama8@ @Qjklmnopqrstuvwxyzyxwvutsrqponmlkj8@ @Qnmonqnmomnmomomno8@ @Qmmmaaaabcdefgmmmmaaaammmaamm8@ @Qmmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa8@ @Qaaaaaaaazzzzzzzz8@ @Qmmamammmmammamamaaamammma8@ @Qabcdefghijklmnopqrrqponmlkjihgfedcba8@ @Qmmnnmmnnnmmnn8@ @Qa8@ ?@Qa worldspawnJA #@D ? maps/d2_lostcoast.bsp0G???h?I  @@@ zEPFPE B"detail/detailsprites event_queue_saveload_proxyJA #B ?0G???h?  soundentJ#  #@ ?0G???h?7   h BU{  !}c@Es@h z rB,?_ !9dm€?6;Dh z rB,?_ws ! D@Ec-h B,?_& !MbEuvh z rB,?_ws !8DO>Eh z rB,?_ws !ǗDtBEi5h z rB,?_ !DFDpD/3ih z rB,?_ !ŮAeEsh z rB,?_ws !D1@E~h z rB,?_ws !"uCߊ>Eh z rB,?_f !DFDpD/3ih B,?_s !"2B2Eh z rB,?_$ !DFDpD/3ih z rB,?_f& !DFDpD/3ih z rB,?_3 !DFDpD/3ih h h h h h h h h h h h h h h h h  h !h "h #h $h %h &h 'h (h )h *h +h ,h -h .h /h 0h 1h 2h 3h 4h 5h 6h 7h 8h 9h :h ;h <h =h >h ?h  env_physimpactpropphys_lamp4=JA  O #@ expl_gun ?0Gg:¼5D-ƺ?qcE?-:g:-Eh? DcE-E 'J#J#B !O<{? ]žSI7B <E8HBpropphys_lamp4 prop_physics=^ =JA#  B! CBreakablePropBreakablePropTouch5 7  #@propphys_lamp4X 53 v !+3A OAiA bA 0?w ;/AXKAlA5 ?6 models/lostcoast/props_monastery/hanging_oil_lamp.mdl0G? 5O:Dk?-ƺ+cE\-:?0Eh? D+cE0Ej   €$X ; B>?aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G55?[ѳE55[3qE]4?ח$Eh? EqEח$Ej  %M)n7 !EqEח$E %M)n7?Y CDD ???E?=?* Metal.Medium" {M = ? prop_physics=^ =ýJA# D ! CBreakablePropBreakablePropTouch5 7 #X ܄P_ !˄?Y"ABuB ~B "@€$X ;?:=aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G.3BYp'E.]4EDt]4?ח'Eh? p'EEח'Ej  Z4Cn7 !p'EEח'E Z4Cn7?Y C`D D ???E?=?* Metal.Medium" {M = ? prop_physics=^ =ýJA# D ! CBreakablePropBreakablePropTouch5 7 #X ܄P_ !˄?Y"ABuB ~B "@@$X ;?:=aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G.3BYE.]4eEDt]4?ח+Eh? EeEח+Ej  Z4Cn7 !EeEח+E Z4Cn7?Y CDD ???E?=?* Metal.Medium" {M = ? prop_physics=^ =ýJA# D #! CBreakablePropBreakablePropTouch5 7 #X ܄P_ !˄?Y"ABuB ~B "@€$X ;?:=aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G.3BYD.]4EDt]4?ח'Eh? DEח'Ej  Z4Cn7 !DEח'E Z4Cn7?Y CDD ???E?=?* Metal.Medium" {M = ? prop_physics=^ =ýJA# D ! CBreakablePropBreakablePropTouch5 7 #X ܄P_ !˄?Y"ABuB ~B ;@$X ;"@B?aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G.;?]*E.;B' XE]4?ח#Eh? *E XEח#Ej  .n7 !*E XEח#E .n7?Y C8_?)A??Tx  9 @Xس]?½س]qA??Tx  9 @Xس]?Lس]qA?? env_headcrabcanister=^ ==JA #canisters_rear_01X -b½w !4ӻB`(B45B XB .b@3@xl ;@ӻBt\B@T$B5 ?. models/props_combine/headcrabcannister01b.mdl0G?D׳]?37LE׳]RH-Eh? D37LERH-E  !D37LERH-E ?  ; ;E@ f=[ / A D37LERH-E6  $ ;DtC env_spark=J#  #@spark_canister_01 ?0G?@D?37LE?RH-Eh? @D37LERH-E !@D37LERH-EBs logic_relay=JA #Brelay_canister_01 ?0G?D?37LE?R(-Eh? D37LER(-E !D37LER(-Eqbspark_canister_01 Z SparkOnce'pbspark_canister_01 Z StartSpark?'obspark_canister_01 Z StopSpark @'nbspark_canister_01 Z SparkOnce@@'mbcanisters_rear_01 Z OpenCanister@'lbcanisters_rear_01Z SpawnHeadcrabs@'k env_spark=Ja#  #@spark_canister_02 ?0G?႔D?37LE?R0Eh? ႔D37LER0E !႔D37LER0EaBs env_headcrabcanister=^ ==JA #canisters_rear_02X -b½w !4ӻB`(B45B XB -b@3@xl ;0ӻBt\B@T$B5 ?. models/props_combine/headcrabcannister01b.mdl0G?BD׳]?37LE׳]R1Eh? BD37LER1E  !BD37LER1E ?  ; ;E@ f=[ / A BD37LER1E6  $ ;DtC logic_relay=JA #Brelay_canister_02 ?0G?BD?37LE?R0Eh? BD37LER0E !BD37LER0Eqbspark_canister_02 Z SparkOnce'vbspark_canister_02 Z StartSpark?'ubspark_canister_02 Z StopSpark @'tbspark_canister_02 Z SparkOnce@@'sbcanisters_rear_02 Z OpenCanister@'rbcanisters_rear_02Z SpawnHeadcrabs@'q logic_relay=JA #Brelay_canister_03 ?0G?D?blcs_fisherman_moveToPlayerHackZ Start'  logic_choreographed_scene=JA #Blcs_fisherman_moveToPlayerHack ?0G?$?f?/;h? $f/; !$f/;0%scenes/lostcoast/fisherman_movetoplayerhack.vcd TLK_RESUMEx x t prop_dynamictrain_gunbolt=^ ==JA#  Q! CBreakablePropBreakablePropTouch5 7  O #dynprop_shellboltX b!Rx !Bb!A.A B ` ;uAA`B5 ?. models/props_combine/headcrabcannister01a.mdl0G?ֳ]?_D j9ֳ]?PGE0+T9~+/2Eh? _DPGE/2E B !0AA B?Y CD@E ???E?=?" {M =@ A/  func_physbox[JAD@ Q CPhysBoxBreakTouch5 7  #@physbox_gunboltX  !AA C 2 C F@ ;@FA}AC5 ? *10G? %5j7D=3?g `GE0jg9??2Eh? D `GE?2Ej   ]: *6۱g< !D `GE?2E  ]: *6۱g<p M ??E?=? xGlassChunks  phys_thruster=JA #@ thruster_gun ?0G.;@D?GE?.;5Eh? @DGE5E  !@DGE5E @ physbox_gunboltPH ( 72 ?A@ scripted_sequence=JA #@ss_cliffside_rappel_1 ?0GS<DSE?\Eh? DE\E` 5C !DE\E 5C 1rappel_fxrappel_soldier_5brope_1_cliffsoldierZ SetParentAttachmenteyes #<'brope_1_cliffsoldier Z SetParentrappel_soldier_5'brope_1_cliffsoldier Z ClearParent'brope_1_cliffsoldierZ Break'bss_cliffside_rappel_1Z Kill='  env_soundscape=JA #@ ?0G?)D?q E?ݤh? )Dq Eݤ !)Dq Eݤ  D"3 coast_lostcoast.general_shorelinewave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r h? trigger_teleport=JAD  3destination_knockout_1#trigger_knockout_teleport^ #R !:6@<@ C B #` ;6@@ C ? *20G?)D? E?h? )D E !)D ERTbtemplate_spawnequipment Z ForceSpawnL>' bblackoutZ KillL>'bblackout_viewcontrollerZ KillL>'bblackout_viewcontrollerZ Disable'btrigger_knockout_teleportZ Disable' info_player_start=JA #@ ?0G׳]D?׳]3K E?@h? D3K E@ C !D3K E@ C  point_template=JA #Btemplate_spawnequipment ?0G?DD?HYE?ୋh? DDHYEୋ !DDHYEୋ start_equipment) Tx  9 @X>س]`س]?>`=B?*?Tx  9 @X>س]'س]?>`B?*?Tx  9 @X>س])س]?> B?PI}?Tx  9 @X>س]*س]?>(B?A?Tx  9 @X>س]H#س]?>B?PI}?Tx  9 @X>س](&س]?>B?pA?Tx  9 !@X>س]B'س]?>(B?*?Tx  9 "@X>س]uس]?>`B?@A?Tx  9 #@X>س]uس]?>`B?X[@?Tx  9 $@X?@J,?`=B?X[@?Tx  9 %@X?@J?`=B?X[@?Tx  9 &@X?@J,?`=B?X[@? scripted_sequence=JA #@ss_Fisherman_Intro ?0G~?KD~\ E?33!h? KD\ E33! C !KD\ E33! CF Intro_preIdle1intro xfisherman env_fade=JA #B fade_intro ?0G?D? E?Bh? D EB !D EB$@P@@ env_fade=JA #B fade_outro ?0G?D?) E?Bh? D) EB !D) EB$@PpA info_teleport_destination=JA #@destination_knockout_1 ?0G$}DzD}D?$E? h? zDE C !zDE C logic_relay=JA #Brelay_FixupFishermanHierarchy ?0G?{ԵD? E?h? {ԵD E !{ԵD Eqbkeys Z SetParent fisherman' bhook3_propZ SetParentAttachmentanim_attachment_hook?' bhook3_prop Z SetParent fisherman'bmaker_harpoonZ SetParentAttachmentanim_attachment_RH='bmaker_harpoon Z SetParent fisherman'  water_lod_control=JA #@ ?0G???Eh? E !E2 zD D zD D prop_physics=^ =o:JA#  :%! CBreakablePropBreakablePropTouch5 7 ;#X ޡ{:3 !&B{B4A gB Lk( ;oLB@B>A5 ? models/props_canal/boat001a.mdl0Gf}?c=m^~?=<kE<i="< + h? mŧkE<j  G BZ0C !mŧkE< G BZ0C?YC@E(E ??@?E@=? WoodChunks$*wooden.medium " {M =$:  *? ? prop_physics=^ =o:JA#  &yA+x ]FadeScaleThink# J{G,x ]PROP_CLEARFLAGS# JsF! CBreakablePropBreakablePropTouch5 7 ;#X vG !H?BžBA B @@/ ;-B.BA5 ? models/props_canal/boat001b.mdl0G\%)DC%:r*=2XE#2优?ԋ + h? C%XEԋj  i?l1CF3C !C%XEԋ i?l1CF3C{G ?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M =$:  *? r 1: r ? prop_physics=^ =qJA#  "yA+x ]FadeScaleThink# J6,x ]PROP_CLEARFLAGS# J7! CBreakablePropBreakablePropTouch5 7 ;#X vG !H?BžBA B @6$W ;@B,*BpA5 ? models/props_canal/boat001b.mdl0Gz2K>8\EPK>bjz?@v=DޝC?>l@P !qBAo;A IB +?OA ;@@BPA 5 ?( models/props_canal/boat001a_chunk03.mdl0G0Q&?mO?&DAn?ESuĸ>D=o>Q[?{3h? &DD3j  cXҫBSuB !&DD3 cXҫBSuB ?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =lJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ޘf[x !);B7AhUo zwB 8A?ΓGs ;‡|A) !\E{A& |B @֧ ;`?iBx 5 ?( models/props_canal/boat001a_chunk09.mdl0GP3-p DP?4&C1D4G.ăyd]t F^h? SD. F^j  _?'BaQEC !SD. F^ _?'BaQEC ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =(JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ӹ9'F9 !@w1U A $5A cR@KA ;A) A5 ?( models/props_canal/boat001b_chunk02.mdl0G*>/>tq$D<7I?> "%6< N+.h? D%.j  c+CiC !D%. c+CiC ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X +%@= !sNHA, ƠB 4AP&@ ;@dB!|OA 5 ?( models/props_canal/boat001b_chunk08.mdl0G%Ve?D>J7Do(q?q]>>U>!>o>Cnhvh? J7Dvj  SB<C !J7Dv SB<C ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? path_corner=JA 3seagull_path_5#@seagull_path_4 ?0G?@D??Ch? @DøC !@DøC path_corner=JA 3seagull_path_7#@seagull_path_5 ?0G? D??Ch?  DøC ! DøC path_corner=JA 3seagull_path_8#@seagull_path_7 ?0G?C??Ch? CĸC !CĸC path_corner=JA 3seagull_path_9#@seagull_path_8 ?0G?D??Ch? DĸC !DĸC path_corner=JA 3seagull_path_20#@seagull_path_9 ?0G?ND??Ch? NDC !NDC path_corner=JA 3seagull_path_21#@seagull_path_20 ?0G?D?@?Ch? D@C !D@C path_corner=JA 3seagull_path_23#@seagull_path_21 ?0G?D??Ch? DĸC !DĸC path_corner=JA 3seagull_path_29#@seagull_path_28 ?0G?D??\Dh? D\D !D\D path_corner=JA 3seagull_path_31#@seagull_path_29 ?0G?D??\#Dh? D\#D !D\#D path_corner=JA 3seagull_path_33#@seagull_path_32 ?0G?0D?xD?Ch? 0DxDC !0DxDC path_corner=JA 3seagull_path_34#@seagull_path_33 ?0G?C?D?Ch? CDC !CDC path_corner=JA 3seagull_path_35#@seagull_path_34 ?0G?C?D?Ch? CDC !CDC path_corner=JA 3seagull_path_36#@seagull_path_35 ?0G?D?E?Ch? DEC !DEC path_corner=JA 3seagull_path_37#@seagull_path_36 ?0G?hD?E?Ch? hDEC !hDEC path_corner=JA 3seagull_path_38#@seagull_path_37 ?0G?D? E?q}oCh? D Eq}oC !D Eq}oC path_corner=JA 3seagull_path_39#@seagull_path_38 ?0G?D?D?q}oCh? DDq}oC !DDq}oC path_corner=JA 3seagull_path_41#@seagull_path_39 ?0G?D?D?q}OCh? DDq}OC !DDq}OC path_corner=JA 3seagull_path_45#@seagull_path_44 ?0G?E?D?Ch? EDC !EDC path_corner=JA 3seagull_path_46#@seagull_path_45 ?0G?D?D?Ch? DDC !DDC path_corner=JA 3seagull_path_47#@seagull_path_46 ?0G?D?D?Ch? DDC !DDC path_corner=JA 3seagull_path_49#@seagull_path_48 ?0G?PD?C?\Dh? PDC\D !PDC\D path_corner=JA 3seagull_path_50#@seagull_path_49 ?0G?PD?B?\ Dh? PDB\ D !PDB\ D path_corner=JA 3seagull_path_51#@seagull_path_50 ?0G?(D??\Dh? (D\D !(D\D path_corner=JA 3seagull_path_52#@seagull_path_51 ?0G?8D?8?\Dh? 8D8\D !8D8\D path_corner=JA 3seagull_path_53#@seagull_path_52 ?0G?PD??\+Dh? PD\+D !PD\+D path_corner=JA 3seagull_path_01#@seagull_path_53 ?0G?D??\;Dh? D\;D !D\;D prop_physics=^ ==ҟJN#  _@A+x ]FadeScaleThink# J! CBreakablePropBreakablePropTouch5 7 #X 6:5¨: !:B៭B5zB CB 0<; ;GBphBB5 ?) models/lostcoast/props_junk/float02a.mdl0G+d?1>?D;Xp?Ч>O@>*n?h? Dj   >6A !D  >6A?YCD@E ???E?=?* Metal.Medium" {M =:   r : r ? prop_physics=^ =ýJG#  h@A+x ]FadeScaleThink# J! CBreakablePropBreakablePropTouch5 7 #X =n;h=n; !>n;BB=n;B BB Pב>n: ;BzB?n:B5 ?) models/lostcoast/props_junk/float01a.mdl0GPj>%cʆ&4(E%c?Pj>]`)DF&.;4?-ah? (E)D-aj  1zBC !(E)D-a 1zBC ?YCD@E ???E?=?* Metal.Medium" {M =:   r ^: r ? prop_physics=^ =QxJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X |Û$9 !*&CaB\B  C J [3 ;+B ~BGpB5 ?4 models/lostcoast/props_wasteland/boat_wooden02a.mdl0GR>:x `@L_D4y?.V>@ڻ=Y3E=@BB'?j + h? L_DY3Ejj  oɷgBC !L_DY3Ej oɷgBC?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =QxJ#   @A+x ]FadeScaleThink# J;! CBreakablePropBreakablePropTouch5 7 ;#X :9E)M !ԑB9E)B_B B p € ;P"@BBa7B5 ?4 models/lostcoast/props_wasteland/boat_wooden03a.mdl0GR>ظn3>3pDfw?X>`YR5EΛ>;a>/On?P + h? 3pDR5EPj  [ BEA !3pDR5EP [ BEA;?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M =$:  UUU? r 롪: r ? prop_physics=^ =JA#  J ! CBreakablePropBreakablePropTouch5 7 ;#X G6TM !J{CTBa-A ? C (  ;pBB@cA5 ?4 models/lostcoast/props_wasteland/boat_wooden01a.mdl0GLB2sD ??Mu:<%Eg|7)#?Y  + h? 2sD%EY j  Q$@/CC'sC !2sD%EY Q$@/CC'sC?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M =$:  *? ? prop_physics=^ =eJA#  -! CBreakablePropBreakablePropTouch5 7 ;#X G6TM !J{CTBa-A ? C  ;B ;B@A5 ?4 models/lostcoast/props_wasteland/boat_wooden01a.mdl0G6y FeQ1D%.G? `ZEH(K`e?$ą + h? 1D`ZE$ąj  G@{CmC !1D`ZE$ą G@{CmC?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =JA#  @A+x ]FadeScaleThink# JT! CBreakablePropBreakablePropTouch5 7 ;#X *qd P) !ÅBqd BA B P7oc ;pP*B@B A5 ? models/props_canal/boat002b.mdl0GqtW;C0÷t0U>pE:ƕ< `qI + h? C0pEqIj  4C !C0pEqI 4CT?YC@E(E ??@?E@=? WoodChunks$* wooden.medium" {M =$:  n? r 1 ? path_corner=JA 3seagull_path_b_6#@seagull_path_b_5 ?0G?D?D?Ch? DDC !DDC path_corner=JA 3seagull_path_b_8#@seagull_path_b_7 ?0G?#8D?JC?q}OCh? #8DJCq}OC !#8DJCq}OC path_corner=JA 3seagull_path_b_34#@seagull_path_b_33 ?0G?)t-E?H E?Ch? )t-EH EC !)t-EH EC path_corner=JA 3seagull_path_b_38#@seagull_path_b_37 ?0G?hE?E?q}oCh? hEEq}oC !hEEq}oC path_corner=JA 3seagull_path_b_41#@seagull_path_b_39 ?0G?eOE?RD?q}OCh? eOERDq}OC !eOERDq}OC path_corner=JA 3seagull_path_b_42#@seagull_path_b_41 ?0G?@E?D?Ch? @EDC !@EDC path_corner=JA 3seagull_path_b_44#@seagull_path_b_43 ?0G?`E?pD?Ch? `EpDC !`EpDC path_corner=JA 3seagull_path_b_46#@seagull_path_b_45 ?0G?nE? D?Ch? nE DC !nE DC path_corner=JA 3seagull_path_b_49#@seagull_path_b_47 ?0G?fZ7E?sD?Ch? fZ7EsDC !fZ7EsDC path_corner=JA 3seagull_path_b_50#@seagull_path_b_49 ?0G? E?D?\ Dh?  ED\ D ! ED\ D path_corner=JA 3seagull_path_b_47#@seagull_path_b_46 ?0G?\E?D?Ch? \EDC !\EDC path_corner=JA 3seagull_path_b_45#@seagull_path_b_44 ?0G?pE?D?Ch? pEDC !pEDC path_corner=JA 3seagull_path_b_43#@seagull_path_b_42 ?0G?HE?pD?Ch? HEpDC !HEpDC path_corner=JA 3seagull_path_b_39#@seagull_path_b_38 ?0G?fE?E?q}oCh? fEEq}oC !fEEq}oC path_corner=JA 3seagull_path_b_37#@seagull_path_b_36 ?0G?\E?,E?Ch? \E,EC !\E,EC path_corner=JA 3seagull_path_b_36#@seagull_path_b_34 ?0G?DE?0E?Ch? DE0EC !DE0EC path_corner=JA 3seagull_path_b_33#@seagull_path_b_32 ?0G?$E?D?Ch? $EDC !$EDC path_corner=JA 3seagull_path_b_21#@seagull_path_b_20 ?0G?D??Ch? DøC !DøC  env_physexplosion=JA #@phys_opengate ?0G?|ND?lE?pBh? |NDlEpB !|NDlEpBT<HB phys_hinge=JA #B ?0G?@BD? mE?"}Ah? @BD mE"}A !@BD mE"}ALG iron_gate1 y ? W @BD mE"}A ?u? phys_hinge=JA #B ?0G?YD? mE?"}Ah? YD mE"}A !YD mE"}ALG iron_gate2 y ? W YD mE"}A ?u?  env_fog_controller=JA #B ?0G???Eh? E !E ?D PCG\ prop_physics=^ =GJA#  {! CBreakablePropBreakablePropTouch5 7 #@ iron_gate2X ܄P_ !˄?Y"ABuB ~B #@E$X ;"??=aB5 ?- models/lostcoast/props_wasteland/gate01b.mdl0G:j<YD ]4pE9E]4?Bh? YDpEBj  0*3n7 !YDpEB 0*3n7?Y C ???E?=?* Metal.Medium" {M = ? prop_physics=^ =JA#  ! CBreakablePropBreakablePropTouch5 7 #@ iron_gate1X ˄s?_ !ۄ?mB {zB 2O1E$X ;@g?aB5 ?- models/lostcoast/props_wasteland/gate01a.mdl0Gw?>C%2:EDw?3ooEui?Bh? :EDooEBj  r !:EDooEB r ?Y C ???E?=?* Metal.Medium" {M = ?  phys_ragdollmagnet=JA #@ ?0G?]D?\E?\Dh? ]D\E\D !]D\E\D-J C@E ͬ]D\E\D info_target=JA #@stair_target_1 ?0G?RD?E?Dh? RDED !RDED  point_template=JA #Bsoldier_set_1_template ?0G?DD?)E?@TDh? DD)E@TD !DD)E@TD  soldier_1_1 soldier_1_2 soldier_1_3$)Tx  9 '@Xv̿[m? 1B[mv̿C??Tx  9 (@Xwm V !BV?wm 2B??Tx  9 )@Xv̿[m?Hl,C[mv̿. D?C?  point_template=JA #Bsoldier_set_2_template ?0G?{4D?E?)dEh? {4DE)dE !{4DE)dE  soldier_2_1 soldier_2_2)Tx  9 *@X?-?RHA?=M?Tx  9 +@X?NA?{=?<?~ bassault_1 Z BeginAssault?' bassault_1 Z Activate'  ai_goal_assault=J:#  #@ assault_1 ?0G?쩁D?gE?Eh? 쩁DgEE !쩁DgEE:  | soldier_2_*@ x x  Lassault_1_rally_*7  assault_rallypoint=JA #@assault_1_rally_1 ?0G?D?H#E?Eh? DH#EE !DH#EEB(assault_1_assault_1c   assault_rallypoint=JA #@assault_1_rally_2 ?0G?)4D?CE?;Eh? )4DCE;E !)4DCE;EB(assault_1_assault_2c   assault_assaultpoint=JA #@assault_1_assault_2 ?0G? {D?=E?Dh?  {D=ED ! {D=EDO  @@  assault_assaultpoint=JA #@assault_1_assault_1 ?0G?D?HE?ÕDh? DHEÕD !DHEÕDO  @@  point_template=JA #Bstair_shooter_template ?0G?;D?RpE?RpDh? ;DRpERpD !;DRpERpD stair_shooter_soldierd)Tx  9 ,@X??@??RA?jbstair_shooter_soldierZ ThrowGrenadeAtTargetstair_target_1'  point_template=JA #Brappel_template_1 ?0G?\D?qE?,Eh? \DqE,E !\DqE,E ss_rappel_soldier_2rappel_soldier_2)Tx  9 -@X55@ A5?5 ?@3-B?Tx  9 .@XO?y?)AyO??=+B?bss_rappel_soldier_2Z BeginSequence?'btrigger_cliffrappelZ Kill='bss_rappel_soldier_2Z MoveToPosition='  phys_ragdollmagnet=JA #@ ?0G?ͬ}D?\E?\Dh? ͬ}D\E\D !ͬ}D\E\D-J C@E ͬ}D\E\D  point_template=JA #Bsoldier_set_4_template ?0G?LqD?kE?qDh? LqDkEqD !LqDkEqD  soldier_4_1 soldier_4_2)Tx  9 /@XOo[?p}Oo[Xx?)?Tx  9 0@XOo[?@Oo[׏B? ? H SCHED_EFINDER_SEARCH3m7SCHED_EFINDER_SEARCHl `xD2!"t`PZ"xK"xxE" E"Z"#"PZ"Z"x""Z" x  Z"#" Z"xZ"8( j"" H\I""H\I `HKN "`H\IOCOND_IN_PVSCOND_NEW_ENEMYCOND_NPC_FREEZECOND_IN_PVSCOND_NO_HEAR_DANGER npc_enemyfinder=^ =J# D  CAI_BaseNPCCallNPCThink+CAI_BaseNPCNPCUse7 ;#enemyfinder_squad1V PP !PAPAB !B PP ;PAPAB  ?0G?WD?fDE?RD?h? WDfDERD !WDfDERD ? z$ L>M ?0 x 1tl J k ! : Tʚ;] G G +B < ACT_IDLEPE E8U x (x '&$  =nv >  @=nv > w 8nv ff> 20V fJ  @?@L ((  f K  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?  z65"fNes squad_13  f> D$  r$  r> 8    B? L>E prop_physics=^ =JA#   ! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B 3rA ;PA=AA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G?Xּ9"KDX<?FT8ϽER 7CDU?݊Dh? KDϽE݊Dj  ԉN"?C !KDϽE݊D ԉN"?C?YCD@D ??@?E@=? WoodChunks$* Wooden.Small" {M = ? prop_physics=^ =<J#  s@A+x ]FadeScaleThink# J! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B P ;fAXA@A5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G}D?1>SMDӾ c?.U>2EUQ>Eߴ;<?=Dh?  QDEDj   (;9B1B ! QDED  (;9B1B?YCD@D ??@?E@=? WoodChunks$* Wooden.Small" {M =$:  fff? r G1 ? prop_physics=^ =JA#  #4! CBreakablePropBreakablePropTouch5 7 2;#X  !?AB zB wqr ;wAqArB5 ?& models/props_debris/wood_board05a.mdl0G'4W۾>xkIDo>fgE>F! =o?caDh? xkIDgEcaDj  Rڢ<C#@ !xkIDgEcaD Rڢ<C#@?YC ??@?E@=? WoodChunks$* Wooden.Large" {M =$:  )\? ? trigger_hurt=J@p# D  #^  !CCB  C ;CCB ? *60G?D?E?h? DE !DE@p zDtzDA ])tzD weapon_ar2pM^ LJ# D 5  rOr#@f HE@B@?j !c}B@1> 5AIB ?Z++€ ;p{B%B7Ar  ? models/weapons/v_irifle.mdl Im @0G PiJ9}Ŝ? Pc@Eס;3?s@h? }c@Es@j  䐾ҹB$D ? "Bz r4 -  9B<CED  6 info_target=JA #@stair_target_2 ?0G?RD?E?Dh? RDED !RDED  point_template=JA #Bsoldier_set_5_template ?0G?fD? GE?qDh? fD GEqD !fD GEqD  soldier_5_1 soldier_5_2)Tx  9 1@XOo[?p}Oo[Px?)P?Tx  9 2@XOo[?@Oo[`C?(B? logic_relay=JA #Bsoldier_set_2_relay ?0G?݃D?ВE? Eh? ݃DВE E !݃DВE ENqbsoldier_set_2_template Z ForceSpawn' math_counter=JA #Bsoldier_set_2_counter ?0G?R؄D?E?q%Eh? R؄DEq%E !R؄DEq%E= @$ @G?bsoldier_set_2_relayZ Enable' aiscripted_schedule=Jg#  CAI_ScriptedScheduleScriptThink#@soldier_1_2_walk ?0G?3\D?[E?Dh? 3\D[ED !3\D[EDgy xsoldier_1_2 soldier_1_2_walk  aiscripted_schedule=Jg#  CAI_ScriptedScheduleScriptThink#@soldier_1_1_walk ?0G?3CD?[E?zDh? 3CD[EzD !3CD[EzDgy xsoldier_1_1 soldier_1_1_walk  aiscripted_schedule=J# . CAI_ScriptedScheduleScriptThink#@soldier_1_3_run ?0G?ͧD?E?zDh? ͧDEzD !ͧDEzDy xsoldier_1_3 soldier_1_3_run1  env_shake=JA #@ cannon_shake ?0G?;7D?~E?7lCh? ;7D~E7lC !;7D~E7lC @ @$? ambient_generic=J#  CAmbientGenericRampThink; #@ cannon_sound ?0G? D?)x~E?Z.Dh?  D)x~EZ.D0 ! D)x~EZ.D< <Streetwar.d3_c17_10a_fireJ @Da E@Fd ddddddd logic_relay=JA #Bcannon_fire_1_relay ?0G?D?3~E?~Ch? D3~E~C !D3~E~Cqbcannister_1_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake' logic_relay=JA #Bcannon_fire_2_relay ?0G?D?3~E?~Ch? D3~E~C !D3~E~Cqbcannister_2_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake' logic_relay=JA #Bcannon_fire_3_relay ?0G?D?3~E?~Ch? D3~E~C !D3~E~Cqbcannister_3_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake'  point_template=JA #Bcannister_1_template ?0G??= F? Dh? = F D != F D  cannister_1d)Tx  9 3@XM>O?e W@y?DB?9Bp?D>E?E bcannister_1 Z FireCanister'  point_template=JA #Bcannister_2_template ?0G??=F? Dh? =F D !=F D  cannister_2d)Tx  9 4@XM>O?e @ y?DB?ҜBp?D>E?E bcannister_2 Z FireCanister'  point_template=JA #Bcannister_3_template ?0G?C?=F? Dh? C=F D !C=F D  cannister_3d)Tx  9 5@Xpo=~?)ɽ °'=V>o?`Bp?D>E?E bcannister_3 Z FireCanister' logic_case=JA #Bcannon_fire_random ?0G?TD?-}E?'\Ch? TD-}E'\C !TD-}E'\C 1234 5 6H bcannon_fire_1_relayZ Trigger'H bcannon_fire_2_relayZ Trigger'H) bcannon_fire_3_relayZ Trigger'H9 bcannon_fire_4_relayZ Trigger'Hbcannon_fire_5_relayZ Trigger'Hbcannon_fire_6_relayZ Trigger'  point_template=JA #Bcannister_4_template ?0G?(?RF? Dh? (RF D !(RF D  cannister_4d)Tx  9 6@X!>#c?c(޾@ TUj>faU?לBp?D>E?E bcannister_4 Z FireCanister'  point_template=JA #Bcannister_5_template ?0G??RF? Dh? RF D !RF D  cannister_5d)Tx  9 7@XC=Pq?0 >Yb?לBp?D>Q ?E bcannister_5 Z FireCanister'  point_template=JA #Bcannister_6_template ?0G?{"?RF? Dh? {"RF D !{"RF D  cannister_6d)Tx  9 8@Xq>"9?k% ~80?;.?לBp?D>E?E bcannister_6 Z FireCanister' logic_relay=JA #Bcannon_fire_4_relay ?0G?D?3}E?~Ch? D3}E~C !D3}E~Cqbcannister_4_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake' logic_relay=JA #Bcannon_fire_5_relay ?0G?D?3}E?~Ch? D3}E~C !D3}E~Cqbcannister_5_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake' logic_relay=JA #Bcannon_fire_6_relay ?0G?D?3}E?~Ch? D3}E~C !D3}E~Cqbcannister_6_template Z ForceSpawn' bcannon_sound Z PlaySound' bcannon_shake Z StartShake'  info_node_link=JA #B stair_link_1 ?0G?D? E?ADh? D EAD !D EAD    info_node_link=JA #B stair_link_1 ?0G?D?HE?.Dh? DHE.D !DHE.D    info_node_link=JA #B stair_link_2 ?0G?D?fE?6Dh? DfE6D !DfE6D    info_node_link=JA #B stair_link_3 ?0G?qD?E?Dh? qDED !qDED    info_node_link=JA #B stair_link_3 ?0G?D?E?)Dh? DE)D !DE)D    info_node_link=JA #B stair_link_4 ?0G?RЛD?E?qŲDh? RЛDEqŲD !RЛDEqŲD    info_node_link=JA #B stair_link_5 ?0G?D?E?HDh? DEHD !DEHD  m  info_node_link=JA #B stair_link_6 ?0G?3KD?oE?fDh? 3KDoEfD !3KDoEfD m n  info_node_link=JA #B stair_link_7 ?0G?)D?3E?3[Dh? )D3E3[D !)D3E3[D n   info_node_link=JA #B stair_link_8 ?0G?(D?)E?Dh? (D)ED !(D)ED    info_node_link=JA #B stair_link_2 ?0G?D?E?6Dh? DE6D !DE6D    phys_ragdollmagnet=JA #@ ?0G?ͬmD?{E?\Dh? ͬmD{E\D !ͬmD{E\D-J C@E ͬmD{E\D  point_template=JA #Bsoldier_set_3_template ?0G?iD?YE? Dh? iDYE D !iDYE D  soldier_3_1 soldier_3_2)Tx  9 9@XĖ~?@A~Ė \?̧?Tx  9 :@XĖ~?@~ĖWB??? trigger_once=JAD    CTriggerMultipleMultiTouch#^ D !BDBB  8B D ;BDBB ? *100G?ND?E?Dh? NDED !NDED9 Kqbshooter_rockslide1Z Shoot?'bshooter_rockslide1Z Shoot'bsoldier_3_3_template Z ForceSpawn' trigger_once=JAD    CTriggerMultipleMultiTouch#^ ! !BB!C  DLC ! ;BB!C ? *110G?tD?iE?Dh? tDiED !tDiED9 Kq bautosaveZ Save'blcs_fisherman_cliffclimb02Z Start'bsoldier_set_3_template Z ForceSpawn' trigger_once=JAD    CTriggerMultipleMultiTouch#^ D !BDBB  'C D ;BDBB ? *120G?D?@E?Dh? D@ED !D@ED9 KNqbsoldier_set_5_template Z ForceSpawn' prop_physics=^ =KJA#  #! CBreakablePropBreakablePropTouch5 7 2;2#X  !?AB zB Rw8 ;ARwB8A5 ?& models/props_debris/wood_board05a.mdl0G{ k?UAoDKNB>1k?ӆECx?hL>J>Dh? AoDӆEDj  @—'wl[B !AoDӆED @—'wl[B?YC@D@D ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_physics=^ =KJA#  #! CBreakablePropBreakablePropTouch5 7 2;2#X  !?AB zB } ; A}B A5 ?& models/props_debris/wood_board05a.mdl0G> s?ۈ~D<&`Is>*,u??Eydy?E>4=Dh? ~D?EDj  yˆjB !~D?ED yˆjB?YC@D@D ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_physics=^ =KJA#  #! CBreakablePropBreakablePropTouch5 7 2;2#X  !?AB zB 09Y€n+ ; 9BYBn+A5 ?& models/props_debris/wood_board05a.mdl0G([C?D }9=Q#?zD?}E5C|?V}=Dh? D}EDj   e$CzC !D}ED  e$CzC?YC@D@D ??@?E@=? WoodChunks$* Wooden.Large" {M = ? trigger_once=JAD   CTriggerMultipleMultiTouch#^ D !BDBB  'C D ;BDBB ? *130G?D?sE?Dh? DsED !DsED9 Kqbsoldier_set_4_template Z ForceSpawn'bptemplate_rappel_cliffside_1 Z ForceSpawn'  point_template=JA #B_soldier_3_3_template ?0G?칛D?)E?MDh? 칛D)EMD !칛D)EMD  soldier_3_3d)Tx  9 ;@XĖ~?@\~ĖqA?q}? trigger_look=JAD   CTriggerMultipleMultiTouch3rappel_1_looktarget#^ Y !YCCB  C Y ;YCCB ? *140G?nD?E?Dh? nDED !nDED9 Kqblcs_fisherman_cliffclimb01Z Start'brappel_template_1 Z ForceSpawn'  y  @ fff?( ? info_target=JA #@rappel_1_looktarget ?0G?D? |E?Dh? D |ED !D |ED env_shooter=JAD  #@shooter_rockslide1 ?3 models/lostcoast/props_wasteland/rock_cliff02e.mdl0G~D?~sE?PEh? DsEPE B !DsEPE B HCfff? @L=&L/Ll ? logic_timer=J# p #Bcannon_fire_timer ?0G?/ D?{E?o(Ch? / D{Eo(C !/ D{Eo(C43!B9ApBJObcannon_fire_random Z PickRandom' trigger_multiple=JAD   CTriggerMultipleMultiTouch#trigger_headingformonastery^  !CaCB \`DD ;CaCB ? *150G?D?~E?*Eh? D~E*E !D~E*E9 ARKdq bgunship_aZ FlyToSpecificTrackViaPathptrack_surprise' H xK"x`X7 ""`K"xx@3""}@xpZ" xrH"x8;7 xrH"x87 ""HtH"xx ""T tX"x""HtH"x UH"xX7 ""XH"xx""DF@X"xl ""XH"DF@X"DFDFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M H xK"x`X7 ""`K"xx@3""}@xpZ" xrH"x8;7 xrH"x87 ""HtH"xx ""T tX"x""HtH"x UH"xX7 ""XH"xx""DF@X"xl ""XH"DF@X"DFDFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M H xK"x`X7 ""`K"xx@3""}@xpZ" xrH"x8;7 xrH"x87 ""HtH"xx ""T tX"x""HtH"x UH"xX7 ""XH"xx""DF@X"xl ""XH"DF@X"DFDFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M H xK"x`X7 ""`K"xx@3""}@xpZ" xrH"x8;7 xrH"x87 ""HtH"xx ""T tX"x""HtH"x UH"xX7 ""XH"xx""DF@X"xl ""XH"DF@X"DFDFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M  ai_relationship=JA 3bullseye_window#@relationship_window ?0G? D?$|E?/Eh?  D$|E/E ! D$|E/E  gunship_a prop_physics=^ =ýJA#  0R! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate16X M  !@A B m["B  ;AԞ@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zs*E z<4Å?.Eh? Ds*E.Ej H `@n7 !Ds*E.E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ ==JA#  0N! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate17X M  !@A B m["B G ;(A֞@*B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0G5?6b=DÅ<$z*EHy~?T*Eh? D*ET*Ej H O_@ˌC !D*ET*E O_@ˌC lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0!! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate18X M  !@A B m["B 3a ;@FA؞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gsv?-Eh? Ds*E-Ej H [X@/mpA !Ds*E-E [X@/mpA lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0:! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate19X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ z*E z<4Å?T)Eh? D*ET)Ej H `@n7 !D*ET)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0'! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate20X M  !@A B m["B ;ZA؞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0G%;Z~?hD…6zs*Erx=F}?-Eh? Ds*E-Ej H ^@4…b@ !Ds*E-E ^@4…b@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0n! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate21X M  !@A B m["B  ;@A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zS*E z<4Å?T)Eh? DS*ET)Ej H `@n7 !DS*ET)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0 ! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate22X M  !@A B m["B 5 ;A؞@FB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0G~P;/?OUDÅම zs*E[y=^V=,?-Eh? Ds*E-Ej H \_@K±[@@ !Ds*E-E \_@K±[@@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate23X M  !@A B m["B @E ;@_A֞@8 B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0G/;~?sDÅ3 zS*E0x=.}?T)Eh? DS*ET)Ej H  T^@a% j@ !DS*ET)E  T^@a% j@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0(! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate24X M  !@A B m["B  ;A֞@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ z*E z<4Å?-Eh? D*E-Ej H `@n7 !D*E-E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate25X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zc*E z<4Å?T)Eh? Dc*ET)Ej H `@n7 !Dc*ET)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0H! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate26X M  !@A B m["B _E ;֞@A7 B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GÅǏ z3ەD~=p0E0x=-}?=**Eh? 3ەDp0E=**Ej H  T^@3$j@ !3ەDp0E=**E  T^@3$j@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0=! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate27X M  !@A B m["B  ;՞@ A@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GÅ͟3 z\ǕDc 4Ha-E z<4Å?*Eh? \ǕDHa-E*Ej H `@4Cn7 !\ǕDHa-E*E `@4Cn7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0S! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate28X M  !@A B m["B  ;֞@ A@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GÅ͟3 z\gDc 4@-E z<4Å?-Eh? \gD@-E-Ej H `@4Cn7 !\gD@-E-E `@4Cn7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0)! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate29X M  !@A B m["B  ;՞@ A@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GÅ͟3 zpDc 430E z<4Å?-Eh? pD30E-Ej H `@4Cn7 !pD30E-E `@4Cn7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0T! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate30X M  !@A B m["B 3@a ;FA֞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gsv?T-Eh? QD{*ET-Ej H [X@/mpA !QD{*ET-E [X@/mpA lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  06! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate6X M  !@A B m["B  ;A֞@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:EÅ_ zC-E z<4Å?d-Eh? EC-Ed-Ej H `@n7 !EC-Ed-E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0&! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate7X M  !@A B m["B  ;QA֞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gk;~?սEąe zC-ENx=k~?d-Eh? EC-Ed-Ej H m^@D$[@ !EC-Ed-E m^@D$[@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  02! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate8X M  !@A B m["B  ;A֞@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:EÅ_ zS-E z<4Å?T-Eh? ES-ET-Ej H `@n7 !ES-ET-E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0"! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate9X M  !@A B m["B  ;A֞@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:EÅ_ zS-E z<4Å?4)Eh? ES-E4)Ej H `@n7 !ES-E4)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0i! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate5X M  !@A B m["B  ;AԞ@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:EÅ_ z3-E z<4Å?)Eh? E3-E)Ej H `@n7 !E3-E)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? func_physboxSJA  CPhysBoxBreakTouch5 7 ;#X h !BhA@ 'B P0 ;BPA ?5 ? *160G?z8E?9?|#-/Ev#9?/Eh? E-/E/Ej  q ;Of<< !E-/E/E q ;Of<<p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physboxSJA  CPhysBoxBreakTouch5 7 ;#X h !BhA@ 'B P` ;BPAp?5 ? *170G?b8|Ӷ@Ea?g8..2E6!?/Eh? @E..2E/Ej  iLVC !@E..2E/E iLVCp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physboxSJA  CPhysBoxBreakTouch5 7 ;#X 1H !IBHA@ SB 1 ;B1A?5 ? *180G?$#:$%oE$#?9'4E"%8g6?/Eh? oE'4E/Ej   g9 !oE'4E/E  g9p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  prop_physics=^ =ýJA#  0<! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate35X M  !@A B m["B K ;rA֞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GI 5}???>E…zC-Ewa* }?$)Eh? EC-E$)Ej H O]@C !EC-E$)E O]@C lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? move_rope crane_X_axis=JA 5  O#V  ` !J@ j5,B 9` ;J@ ?0G?lD?q!;E?H!Eh? lDq!;EH!E !B#B^I5key_1_7 @V @ cable/cable.vmt wV\/ move_rope crane_X_axis=JA 5  O#V  ! 8?z> 8 ,B ; 8?z> ?0G?fVD?5E?H!Eh? fVD5EH!E !PB{%€^I5key_1_8. @V @ cable/cable.vmt wV\/ move_rope crane_X_axis=JA 5  O#@key_2_1 ?0G?ڂD?5E?!Eh? ڂD5E!E ! .& ^@. @V ?  cable/cable.vmt \/ move_rope crane_X_axis=JA 5  O#F Pݾ<@  V,B Pݾ<@ ; ?0G?íD?35E?H!Eh? íD35EH!E !€&€^I5key_2_4 @V @ cable/cable.vmt wV\/ move_rope crane_X_axis=JA 5  O#V [  !,@ N,B [  ;,@ ?0G?)ĂD?;E?H!Eh? )ĂD;EH!E !€!B^I5key_2_5. @V @ cable/cable.vmt wV\/ func_movelinear B=JA # crane_X_axisX @\o€ !p=B~B B @\o€ ;p=B~B5 ? *190G?q D?q8E?"Eh? q Dq8E"Ej  !q Dq8E"E "q Dq8E"E #q DqUE"E q Dq8E"E   .L25 streetwar.d3_c17_08_lift_stop{aDE0 bcrane_move_wav Z StopSound'E+bcrane_move_wav Z StopSound' keyframe_ropeplatform_X_axis=JA 5  O#@key_1_7 ?0G?Vռ:&DV<?sT;E9P7?8Eh? &DT;E8E /A?=: !0܈B=(Bq]A ^@. @@V ?  cable/cable.vmt \/ keyframe_ropeplatform_X_axis=JA 5  O#@key_2_5 ?0G?Vռ:AVDV<?s*=;E9P7?O8Eh? AVD*=;EO8E /A?=: !(@0Bq]A ^@5key_2_8. @@V ?  cable/cable.vmt \/ prop_dynamicplatform_X_axis=^ ==JA# D 9 ! CBreakablePropBreakablePropTouch5 7  O#X 3۪8 !X?8A;@ S A ` ;Ʃ@@A5 ?) models/props_c17/utilityconnecter005.mdl0G 92b>^EDl>0?> 5EB Y] 4"Eh? ED5E4"E NB<~C  !€,]GA C?Y CDD ???E?=?" {M =@ A prop_dynamicplatform_X_axis=^ ==JA# D 9 ! CBreakablePropBreakablePropTouch5 7  O#X 3۪8 !X?8A;@ S A {  ;@@A5 ?) models/props_c17/utilityconnecter005.mdl0Gk>0Ϲ |xD 9:>?]+;EgY{]? <"Eh? |xD]+;E<"E a<B !+B]GA B?Y CDD ???E?=?" {M =@ A prop_dynamicplatform_X_axis=^ ==JA# D 9 ! CBreakablePropBreakablePropTouch5 7  O#X 3۪8 !X?8A;@ S A  ;@\@A5 ?) models/props_c17/utilityconnecter005.mdl0G 9? ?Do>0{ ?qA;E? Y9]"Eh? DqA;E"E NB. !̆B@#B]GA 4?Y CDD ???E?=?" {M =@ A prop_dynamicplatform_X_axis=^ ==JA# D 9 ! CBreakablePropBreakablePropTouch5 7  O#X 3۪8 !X?8A;@ S A  ;]@@A5 ?) models/props_c17/utilityconnecter005.mdl0Gk>0?E>H ?KD 9?A6EgY{9]?"Eh? KD6E"E a9BB !̆B']GA 4BB?Y CDD ???E?=?" {M =@ A keyframe_ropeplatform_X_axis=JA 5  O#@key_1_8 ?0G?Vռ:jmDV<?sp6E9P7?8Eh? jmDp6E8E /A?=: !׈B@ ,q]A ^@. @@V ?  cable/cable.vmt \/ keyframe_ropeplatform_X_axis=JA 5  O#@key_2_4 ?0G?Vռ:DV<?s5E9P7?F8Eh? D5EF8E /A?=: !(1q]A ^@. @@V ?  cable/cable.vmt \/ trigger_once=JAD   CTriggerMultipleMultiTouch#^ @|$ !`|B$BA  eaB @|$ ;`|B$BA ? *200G?=D?8E?)Eh? =D8E)E !=D8E)E9 KOqbtrigger_clifffall_detectorZ Kill'bcsystem_sound_loop Z PlaySound33?'bcsystem_sound_start Z PlaySoundff?'btrigger_outroZ Enable'btrain_descent Z StartForward@' ambient_generic=JA#  CAmbientGenericRampThink; #@ switch_sound ?0G?D?WCE? .Eh? DWCE .E0 !DWCE .E< <Breakable.SparkJ @Da E@Fd ddddddd ambient_generic=JA#  CAmbientGenericRampThink; #@sound_blowfuse_1 ?0G?D?@=E?R/Eh? D@=ER/E0 !D@=ER/E<  <npc/scanner/cbot_discharge1.wavJ @Da E@Fd ddddddd math_counter=JA #Bcounter_projectorsAreVisible ?0G? D?)tpE?0Eh?  D)tpE0E ! D)tpE0E=@@S bcase_projectorZ InValue' logic_case=JA #Bcase_projector ?0G? D?\[pE?É/Eh?  D\[pEÉ/E ! D\[pEÉ/E 0123>  bprojectorZ TurnOff'=  bprojectorZ TurnOn'=)  bprojectorZ TurnOn'=9  bprojectorZ TurnOn' trigger_once=JAD   CTriggerMultipleMultiTouch#^  !BBB  ۉB  ;BBB ? *210G?D?E?`Eh? DE`E !DE`E9 Kqbdoor_courtyardZ Open'bportal_courtyardZ Open'bportal_monasteryZ Open' move_rope=JA 5 #P `y !^?C RC `y ;^?C ?0G?E?=E??Eh? E=E?E !E=E?E^H5wire01.d @V ? cable/cable.vmt w\/  keyframe_rope=JA 5 #@wire01 ?0G? D?xE?KEh?  DxEKE ! DxEKE ^@. @V ? cable/cable.vmt \/  info_npc_spawn_destination=JA #@dest_soldiers_buildings ?0G?D?E?L2Eh? DEL2E !DEL2E`u@=  info_npc_spawn_destination=JA #@dest_soldiers_buildings ?0G?D?E?L+Eh? DEL+E !DEL+E`u@=  env_ar2explosion=JAD  #@ar2exp_frontdoor ?0G?ND?E?q(Eh? NDEq(E !NDEq(E particle/particle_noisesphere H |{|{|pN u(lx B"((a"|5A"LHN A" xrH"x87 ""HtH"xx ""T xrH"x8;7 ""HtH"xx ""TY tX"x""HtH"TY tX"l Y TY xlX"(#" xxG"xx7T\"xx""K xd3N"x""8N"K T\"K K xlT\"(#"d3N"K S\"T\"x S\"8(H j""H tI"" tIH ™KN " ™XtI npc_enemyfinder=^ ==Jl# D  +CAI_BaseNPCNPCUse7 ;#enemyfinder_trap  ?0G?E?E??E?h? EE?E !EE?E l? z$ ?M ?0 x 1tl J k ͰG  ACT_IDLEPE f  fnv >  fnv > w fnv ff> =0V fJ  @?@L f((  f K  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNes combine3  D > 8    B? ?E math_counter=JA #Bcounter_bustbackdoor ?0G?D?JE?-Eh? DJE-E !DJE-E=@ ? bautosaveZ Save' btimer_rearExitBombZ Enable' btrigger_lookingAtExitZ Enable' trigger_once=JAD   CTriggerMultipleMultiTouch# trigger_rear^ k)| !Bp=CB  % C k)| ;Bp=CB ? *220G?D?)9E?*Eh? D)9E*E !D)9E*E9 Kqbnpcmaker_fisherman_postZ Spawn' bptemplate_gunship_b Z ForceSpawn='  bgunship_aZ Kill'  path_track=JA 3ptrack_rear7# ptrack_rear6P  !AAA ׳]A ;AAA ?0G?D? E?.Eh? D E.E !D E.E A A b!activator Z FireUser1' func_clip_vphysicsJAD  #^ D^E.E ! DxEDE yxC D^E.E ; DxEDE5 ? *230G???h?j T filter_lamps  filter_activator_name=JA #B filter_lamps ?0G?`D?lE?H%1Eh? `DlEH%1E !`DlEH%1E2  propphys_lamp* func_clip_vphysicsJAD  #^ D^E_0E ! DgEbnpcmaker_soldier_trap_aZ ChangeDestinationGroupdest_soldiers_inside'0 bgunship_aZ FlyToSpecificTrackViaPathptrack_surprise4'/bcounter_projectorsAreVisibleZ Add1'-abnpcmaker_soldier_trap_aZ ChangeDestinationGroupdest_soldiers_outside'1bcounter_projectorsAreVisible Z Subtract1'.K  info_npc_spawn_destination=JA #@ spawndest_3 ?0G?D?{E?@REh? D{E@RE !D{E@RE`u==  info_npc_spawn_destination=JA #@ spawndest_3 ?0G?D?jE?QEh? DjEQE !DjEQE`u==  npc_template_maker=JA CBaseEntitySUB_DoNothing#@npcmaker_soldier_trap_d ?0G?D?xE?QEh? DxEQE !DxEQE  REcsoldier_trap_roof_stay CR "origin" "1506 3928 3352" "squadname" "combine" "targetname" "csoldier_trap_roof_stay" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" } spawndest_3 ambient_generic=JA#  CAmbientGenericRampThink; #@sound_rearexitblast ?0G?D?KE?+Eh? DKE+E0 !DKE+E< <NPC_CombineCamera.PingJ @Da E@Fd ddddddd trigger_look=JAD   CTriggerMultipleMultiTouch3breakable_rearblock#trigger_lookingAtExit^ ˞Hm !>DCB _xC ˞Hm ;>DCB ? *260G?ᒭD?HAE?+Eh? ᒭDHAE+E !ᒭDHAE+E9 RKjqbrelay_gunship_fleeZ Trigger'6 bgunship_aZ FlyToSpecificTrackViaPathptrack_mon_moveto_rear1'5bnpcmaker_soldier_*Z Disable'4btimer_rearExitBomb Z RefireTime.2'3brelay_bustbackdoorZ Trigger?'2 y  L?( ? logic_timer=JA#  #Btimer_rearExitBomb ?0G?D?6JE?H/Eh? D6JEH/E !D6JEH/E[@JObsound_rearexitblast Z PlaySound'7 math_counter=JA #Bcounter_soldier_trap_a ?0G?E?E?AEh? EEAE !EEAE=@@ ?bnpcmaker_soldier_trap_aZ EnableA'9bnpcmaker_soldier_trap_aZ Disable'8  point_template=JA #Bptemplate_gunship_b ?0G?E?D?Eh? EDE !EDE  gunship_bd)Tx  9 <@X.;?.;?? bgunship_b Z StartPatrol@'> bgunship_bZ ChooseNearestPathPoint'= bcrashtargetZ Enable'< bgunship_bZ FlyToSpecificTrackViaPath ptrack_rear6=';  info_npc_spawn_destination=JA #@dest_soldiers_buildings ?0G?@.E?|E?332e d 3&  u<F Q2  ai_hint=JA #B ?0GupEu<VE?'Eh? pEVE'E 3C !pEVE'E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0GuEu<ZE?'Eh? EZE'E 3C !EZE'E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0GuEu<p^E?'Eh? Ep^E'E 3C !Ep^E'E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0Gu!Eu<qE?%Eh? !EqE%E 3C !!EqE%E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0Gu!Eu<@uE?%Eh? !E@uE%E 3C !!E@uE%E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0Gu!Eu< zE?%Eh? !E zE%E 3C !!E zE%E 3C>2e d 3&  u<F Q2  ai_hint=JA #B ?0Gup!Eu<~E?%Eh? p!E~E%E 3C !p!E~E%E 3C>2e d 3&  u<F Q2  info_npc_spawn_destination=JA #@dest_soldiers_outside ?0G?2E?E?AEh? 2EEAE !2EEAE`u A csoldier_rappel01=ě bptemplate_rappelsystem_01 Z ForceSpawn='Bbaisc_wathRappel_01Z EnableA'A  info_npc_spawn_destination=JA #@ spawndest_0 ?0G?D?E?;Eh? DE;E !DE;E`u? csoldier_push=J bcsoldier_trap_smg Z BeginRappel'C  info_npc_spawn_destination=JA #@ spawndest_0 ?0G?D?E?9Eh? DE9E !DE9E`u? csoldier_push=J bcsoldier_trap_smg Z BeginRappel'D  npc_template_maker=JA CBaseEntitySUB_DoNothing#@npcmaker_soldier_trap_a ?0G?E?E?@Eh? EE@E !EE@E   ARM bcounter_soldier_trap_aZ Add1'EEcsoldier_trap_courtyard C "origin" "2072 4192 3072" "squadname" "combine" "targetname" "csoldier_trap_courtyard" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" "OnDeath" "counter_soldier_trap_a,Subtract,1,0,-1" "OnUser1" "maker_rope,ForceSpawn,,0,-1" } dest_soldiers_outside npc_template_maker=JA CBaseEntitySUB_DoNothing#@npcmaker_soldier_trap_elite ?0G?D?E?pQ᱾iD-]to:z h? iDWE:z j  3Aw"C !iDWE:z 3Aw"Cp  Mwooden.mediumM ?$:  *?@?E@=? WoodChunks$wooden.medium xWoodChunks r f   logic_autosave=JA #B autosave ?0G?D?pE?ù2Eh? DpEù2E !DpEù2E prop_physics=^ =ýJA#  0! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate36X M  !@A B m["B  ;AԞ@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:QDÅ_ z{*E z<4Å?)Eh? QD{*E)Ej H `@n7 !QD{*E)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0M! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate37X M  !@A B m["B A ;CA֞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GqͿ;I~?ýDą 6Nz*EcxJ=X~?,Eh? D*E,Ej H ^@SœS@ !D*E,E ^@SœS@ lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  01! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate38X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zc*E z<4Å?T(Eh? Dc*ET(Ej H `@n7 !Dc*ET(E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  07! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate40X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zc*E z<4Å?T(Eh? Dc*ET(Ej H `@n7 !Dc*ET(E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0>! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate39X M  !@A B m["B @@ ;\A֞@ B5 ?1 models/props_debris/metal_panel02a_breakable.mdl0GJ <4}?C?D…V6z*Ewf>) }?,Eh? D*E,Ej H N]@$q<A !D*E,E N]@$q<A lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? ambient_generic=JA#  CAmbientGenericRampThink; #@sound_lockgate ?0G?D? E?m$Eh? D Em$E0 !D Em$E< <lostcoast.gate_shutJ @Da E@Fd ddddddd  ai_relationship=JA 3npc_*#@relationship_gunship ?0G?C?PE?)Eh? CPE)E !CPE)E  npc_gunship'  info_npc_spawn_destination=JA #@dest_soldiers_inside ?0G? D?{E?(Eh?  D{E(E ! D{E(E`u?=  npc_template_maker=JA CBaseEntitySUB_DoNothing#@npcmaker_soldier_building ?0G?E?E?>Eh? EE>E !EE>E  REcsoldier_trap_building CQ "origin" "2072 4128 3072" "squadname" "combine" "targetname" "csoldier_trap_building" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" } dest_soldiers_buildings ambient_generic=JA#  CAmbientGenericRampThink; #@ sound_alarm ?0G? D?)|AE?1Eh?  D)|AE1E ! D)|AE1E< <Streetwar.d3_c17_10b_alarm1J @Da ER@Fd ddde@dd@d ambient_generic=JA#  CAmbientGenericRampThink; #@ sound_alarm ?0G? D?)|wE?:Eh?  D)|wE:E ! D)|wE:E< <Streetwar.d3_c17_10b_alarm1J @Da ER@Fd ddde@dd@d ambient_generic=JA#  CAmbientGenericRampThink; #@ sound_alarm ?0G? D?>E?2Eh?  D>E2E ! D>E2E< <Streetwar.d3_c17_10b_alarm1J @Da ER@Fd ddde@dd@d ambient_generic=JA#  CAmbientGenericRampThink; #@ sound_alarm ?0G?D?`E?LEh? D`ELE !D`ELE< <Streetwar.d3_c17_10b_alarm1J @Da ER@Fd ddde@dd@d  phys_pulleyconstraint=JA #Bpulley_descent ?0G?D?9E?&Eh? D9E&E !D9E&ELG=csystem_descenttrain_descentanchor_pulley_02 D ;E!E zBp'BYA. ? path_track=JA #ptrack_descent0P  !AAA ׳]A ;AAA ?0G?@wD?=8E?%Eh? @wD=8E%E !@wD=8E%E ZA  func_tracktrain ͰJ]#  %CFuncTrackTrainFind3ptrack_descent#@train_descentX 0 !0AA@ vqA 0 ;0AA@5 ? *360G?`?=8E?%Eh? `=8E%Ej  !`=8E%E]" HBC <A S5 ? 0 G0AABn? path_track=JA 3ptrack_descent1#ptrack_descentP  !AAA ׳]A ;AAA ?0G?`?=8E?%Eh? `=8E%E !`=8E%E XA   phys_pulleyconstraint=JA #Bpulley_descent ?0G?D?`8E?&Eh? D`8E&E !D`8E&ELG=csystem_descenttrain_descentanchor_pulley_01 `D6E!E BB2YA. ?  phys_pulleyconstraint=JA #Bpulley_descent ?0G?D?`8E?&Eh? D`8E&E !D`8E&ELG=csystem_descenttrain_descentanchor_pulley_04 D5E!E Q\/YA. ?  phys_pulleyconstraint=JA #Bpulley_descent ?0G?D?9E?&Eh? D9E&E !D9E&ELG=csystem_descenttrain_descentanchor_pulley_03 D ;E!E 0\(BA. ?  phys_constraintsystem=JA #Bcsystem_descent ?0G?3ÊD?9E?)dEh? 3ÊD9E)dE !3ÊD9E)dE path_track=JA 3ptrack_descent2#ptrack_descent1P  !AAA ׳]A ;AAA ?0G?`?=8E?%Eh? `=8E%E !`=8E%E YSA G b!activator Z SetSpeed.4'i path_track=JA 3ptrack_descent3#ptrack_descent2P  !AAA ׳]A ;AAA ?0G?h?=8E?%Eh? h=8E%E !h=8E%E ZXA G b!activator Z SetSpeed.3'j path_track=JA 3ptrack_descent0#ptrack_descent3P  !AAA ׳]A ;AAA ?0G?@'D?=8E?%Eh? @'D=8E%E !@'D=8E%E QYA @bpulley_descentZ Kill'k H xK"x`XmN =Q(lx B"((a"TA"oTÒ(6 B"()G"R B"(zDK"(e xrH"xx UH"xX7 ""XH"xx""F@X"xl ""XH"F@X"FFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M H xK"x`XmN =Q(lx B"((a"TA"oTÒ(6 B"()G"R B"(zDK"(e xrH"xx UH"xX7 ""XH"xx""F@X"xl ""XH"F@X"FFx  fnv > w fnv ff>L f(  fK  & TA  ACT_RESETT= ACT_RESETP ?ff c f33s?"fNe3  M logic_timer=JA#  #B timer_gun ?0G? D? SAE?q5Eh?  D SAEq5E ! D SAEq5E[9@pABObrelay_gunfireZ Trigger'l env_shake=JA #@ shake_gun ?0G? D?3+AE?{d4Eh?  D3+AE{d4E ! D3+AE{d4E @HB$?* zE  filter_activator_name=JA #Bfilter_rearelite ?0G?D?;8E?(Eh? D;8E(E !D;8E(E2  csoldier_trap_rear logic_relay=JA #Brelay_gunfire ?0G? D?jCE?\5Eh?  DjCE\5E ! DjCE\5ER\q bexpl_gunFireZ Explode'r bdustpuff_gun Z SpawnDust'q bexpl_gunZ Impact'pbcannon_fire_random Z PickRandom'obrelay_gun_reloadZ Trigger@'n bshake_gun Z StartShake'm prop_physics=^ =ýJA#  0;! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate8X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:DÅ_ zS+E z<4Å?.Eh? DS+E.Ej H `@n7 !DS+E.E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0V! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate9X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:fDÅ_ zS+E z<4Å?)Eh? fDS+E)Ej H `@n7 !fDS+E)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0/! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate35X M  !@A B m["B  ;AԞ@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:3WEÅ_ zC+E z<4Å?)Eh? 3WEC+E)Ej H `@n7 !3WEC+E)E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate5X M  !@A B m["B  ;A֞@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:3WEÅ_ z3+E z<4Å?*Eh? 3WE3+E*Ej H `@n7 !3WE3+E*E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0G! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate35X M  !@A B m["B  ;AԞ@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:3WEÅ_ zC+E z<4Å?$/Eh? 3WEC+E$/Ej H `@n7 !3WEC+E$/E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =ýJA#  0&! CBreakablePropBreakablePropTouch5 7 ,;,#propphys_metalplate5X M  !@A B m["B  ;A֞@@dB5 ?1 models/props_debris/metal_panel02a_breakable.mdl0Gc;?:3WEÅ_ z3+E z<4Å?D/Eh? 3WE3+ED/Ej H `@n7 !3WE3+ED/E `@n7 lighting_metalpanels?Y CDD?E?=?* metal.large" {M = ? prop_physics=^ =fJA#  !! CBreakablePropBreakablePropTouch5 7 #@propphys_lamp1X 53 v !+3A OAiA bA 0vw ;/A=KAkA5 ?6 models/lostcoast/props_monastery/hanging_oil_lamp.mdl0G?4\7D:D4?(L&lE^7D(L:?0Eh? D&lE0Ej  v/=d76= !D&lE0E v/=d76=?Y CzDD ???E?=?* Metal.Small" {M = ?'damping,0.2,rotdamping,0.6,inertia,0.1 move_ropepropphys_lamp1=JA 5  gOg# rope_lamp1_1P ~ !E&V9::?)Eh? D>E)Ej  )@=3]'= !D>E)E )@=3]'=?YCDD ??@?E@=? WoodChunks$* Wooden.Large " {M = ? prop_physics=^ =QJA#  OO! CBreakablePropBreakablePropTouch5 7 2;2#X ϤD@ !WADAA yB @\Y ;AAAA5 ?; models/lostcoast/props_monastery/furniture_doublechair.mdl0Gc:?dD?c:-mwE@1:?)Eh? dDwE)Ej  DtOI18'lEg8CT+?)Eh? >D'lE)Ej  Z5C !>D'lE)E Z5C?YCDD ??@?E@=? WoodChunks$* Wooden.Large " {M = ? prop_physics=^ =QJA#  O6! CBreakablePropBreakablePropTouch5 7 2;2#X ϤD@ !WADAA yB 2A`a ; @AբAA5 ?; models/lostcoast/props_monastery/furniture_doublechair.mdl0G"9?):D9֨7aE7*?p)Eh? DaEp)Ej  CغlC !DaEp)E CغlC?YC/DTD ??@?E@=? WoodChunks$* Wooden.Large " {M = ? prop_physics=^ =JA#  ZD! CBreakablePropBreakablePropTouch5 7 #X ]{sj !^A Ar\B ]eWB GmgW= ;AC\AB5 ?1 models/lostcoast/props_monastery/candlestick.mdl0G<? =D7<:EEw:#!?)Eh? DEE)Ej  %IJC !DEE)E %IJC?YCDD ???E?=?* Metal.Small " {M = ? prop_physics=^ =JA#  ZY! CBreakablePropBreakablePropTouch5 7 #X ]{sj !^A Ar\B ]eWB Q ;BzAmA5 ?1 models/lostcoast/props_monastery/candlestick.mdl0GVK=Y㼁~?aD~6~G3=ciIE6OI9t^)Eh? aDciIE)Ej  84D93C !aDciIE)E 84D93C?YCDD ???E?=?* Metal.Small " {M = ? prop_physics=^ =ýJA# D [%! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4tEDt]4?1Eh? DtE1Ej  Z4Cn7 !DtE1E Z4Cn7?YCDD ???E?=?} glass* Glass.window" {M =A bvollight3Z Skin1's ? prop_physics=^ =ýJA# D [1! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=?AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4lEDt]4?1Eh? DlE1Ej  Z4Cn7 !DlE1E Z4Cn7?YCaD@D ???E?=?} glass* Glass.window" {M =A bvollight2Z Skin1't ? prop_physics=^ =ýJA# D [J! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4dEDt]4?1Eh? DdE1Ej  Z4Cn7 !DdE1E Z4Cn7?YCDD ???E?=?} glass* Glass.window" {M =A bvollight1Z Skin1'u ? prop_physics=^ =ýJA# D [U! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4|EDt]4?1Eh? D|E1Ej  Z4Cn7 !D|E1E Z4Cn7?YCaD@D ???E?=?} glass* Glass.window" {M =A bvollight4Z Skin1'v ? prop_physics=^ =ýJA# D [! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4|EDt]4?>Eh? D|E>Ej  Z4Cn7 !D|E>E Z4Cn7?YCDD ???E?=?} glass* Glass.window" {M =A bvollight8Z Skin1'w ? prop_physics=^ =ýJA# D [4! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4tEDt]4?>Eh? DtE>Ej  Z4Cn7 !DtE>E Z4Cn7?YCaD@D ???E?=?} glass* Glass.window" {M =A bvollight7Z Skin1'x ? prop_physics=^ =ýJA# D [)! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=?AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4lEDt]4?>Eh? DlE>Ej  Z4Cn7 !DlE>E Z4Cn7?YCDD ???E?=?} glass* Glass.window" {M =A bvollight6Z Skin1'y ? prop_physics=^ =ýJA# D [7! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B B@ ;=@AB5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.3BYD.]4dEDt]4?>Eh? DdE>Ej  Z4Cn7 !DdE>E Z4Cn7?YCaD@D ???E?=?} glass* Glass.window" {M =A bvollight5Z Skin1'z ? prop_physics=^ =ýJA# D [K! CBreakablePropBreakablePropTouch5 7 ;#X u@ !A)@@AB B @ ;@A@@B5 ?@ models/lostcoast/props_monastery/Monastery_Stain_Window001a.mdl0G.;.;4D?.; (@E.;4?/Eh? D@E/Ej  BC !D@E/E BC?YC@DD ???E?=?} glass* Glass.window" {M = ? prop_physics=^ =JA#  b[! CBreakablePropBreakablePropTouch5 7 #X  W&  !qA< AhA =pA M- ;> AAVA5 ?% models/props_junk/MetalBucket01a.mdl0G??h̺$ Er9?qvE:n:?%Eh? $ EqvE%Ej  ,Q<[= !$ EqvE%E ,Q<[=?Y CzDD ???E?=? Metal.Small" {M = ? prop_physics=^ =*JA#  b3! CBreakablePropBreakablePropTouch5 7 #X  W&  !qA< AhA =pA e2 ;AAA5 ?% models/props_junk/MetalBucket01a.mdl0Gݫx4CsV":aVDRCs٫x?FK#\ENڹl%Eh? aVD#\E%Ej   ;BBq@5 ?& models/props_junk/wood_pallet001a.mdl0G?8߭)7hD8;?Ŧ73z]E*?L$Eh? hD3z]EL$Ej   :v%>C !hD3z]EL$E  :v%>C?YCDD ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_physics=^ =*JA#  d3! CBreakablePropBreakablePropTouch5 7 2;2#X S+@ !dB/BԀ@ 7IB ]u€ ;jA@BA5 ?& models/props_junk/wood_pallet001a.mdl0GLc>~Y5q?pKDx;:?L<^E:qw5*g>%Eh? pKD^E%Ej  B?B?~%9 !pKD^E%E B?B?~%9?YCDD ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_physics=^ =*JA#  l3! CBreakablePropBreakablePropTouch5 7 #X DG&S !~@@@ +A ? ;>@@p@5 ?) models/props_junk/metal_paintcan001a.mdl0GI?&׻ by; !DD‚^E=:E ti?>y;?Y CDD?E?=? Metal.Small " {M = ? prop_physics=^ =fZJA#  l! CBreakablePropBreakablePropTouch5 7 #X DG&S !~@@@ +A d ;6@~@ҫ@5 ?) models/props_junk/metal_paintcan001a.mdl0G,2wv?b>̚E#1oZ>uv?dEbSK}>G9} E)>}A x?3H9jXEc苹?JJ$Eh? } EjXEJJ$Ej  ^<e C !} EjXEJJ$E ^<e C?YCDD ??@?E@=? WoodChunks$* Wooden.Large" {M = ? move_rope=JA 5 #0 P! C P! ?0G?E?@E??Eh? E@E?E !E@E?E^H5wire2.d ?V ? cable/cable.vmt w\/  keyframe_rope=JA 5 #@wire3 ?0G?D?xE?KEh? DxEKE !DxEKE ^@.d ?V ? cable/cable.vmt \/ prop_physics=^ ={JA#  m%! CBreakablePropBreakablePropTouch5 7 #X )5! !/B;"AHA y?9U+?NvEh?ԧ_rE* V+5>?%Eh? NvE_rE%Ej  <ƒC !NvE_rE%E <ƒC?Y C`D`D ???E?=?* Metal.Medium" {M = ? prop_physics=^ =JA#  n'! CBreakablePropBreakablePropTouch5 7 2;2#X ĢR> !DCB@B wǻB u€"€ ;@\B@BOA5 ?) models/props_wasteland/wood_fence01b.mdl0Gk>ۃ>nEt \>SW'xE}>#q?Ś>$Eh? E'xE$Ej  r'$JjB !E'xE$E r'$JjB?YCDD ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_physics=^ =*JA#  n3! CBreakablePropBreakablePropTouch5 7 2;2#X ĢR> !DCB@B wǻB p`@E < ; BFBAB5 ?) models/props_wasteland/wood_fence01b.mdl0G ^?->[ D*U?rS_EFf>Pv?V)(Eh? DS_EV)(Ej  :|A !DS_EV)(E :|A?YC@DD ??@?E@=? WoodChunks$* Wooden.Large" {M = ? prop_dynamic=^ ==JA# D p! CBreakablePropBreakablePropTouch5 7 # vollight3^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D?rE?)Eh? DrE)E !DrE)E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# DP p! CBreakablePropBreakablePropTouch5 7 # vollight4^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D?zE?)Eh? DzE)E !DzE)E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# DP p! CBreakablePropBreakablePropTouch5 7 # vollight2^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D? +jE?)Eh? D +jE)E !D +jE)E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# D p! CBreakablePropBreakablePropTouch5 7 # vollight5^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D? +bE?5Eh? D +bE5E !D +bE5E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# DP p! CBreakablePropBreakablePropTouch5 7 # vollight6^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D? +jE?5Eh? D +jE5E !D +jE5E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# D p! CBreakablePropBreakablePropTouch5 7 # vollight7^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D?rE?5Eh? DrE5E !DrE5E?Y C ???E?=?" {M =@ A prop_dynamic=^ ==JA# DP p! CBreakablePropBreakablePropTouch5 7 # vollight8^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D?zE?5Eh? DzE5E !DzE5E?Y C ???E?=?" {M =@ A sky_camera=JA #B ?0G???h?  !K    \? DPCG  shadow_control=JA #@ ?0G??KF?LEh? KFLE !KFLE1 BQ -x=3x\|1 B prop_physics=^ =ýJA# D q6! CBreakablePropBreakablePropTouch5 7 ;#X  W4žB !W4BB]C C @W3 ; W3B@\C5 ?? models/lostcoast/props_monastery/interior_dome_wall_window.mdl0G.;?]D.;B'PE]4?02Eh? DPE02Ej  .n7 !DPE02E .n7?YCDD ???E?=?} glass* Glass.window " {M = ? prop_physics=^ =ýJA# D qM! CBreakablePropBreakablePropTouch5 7 ;#X  W4žB !W4BB]C C W3 ; W3B@\C5 ?? models/lostcoast/props_monastery/interior_dome_wall_window.mdl0G.;?]D.;B'HE]4?02Eh? DHE02Ej  .n7 !DHE02E .n7?YCzDD ???E?=?} glass* Glass.window " {M = ?  env_smokestack=JA # ?0G??E?4Eh? E4E !E4Em  AA8 Aparticle/SmokeStack.vmtu yG 4C.pAA#A  env_smokestack=JA # ?0G??E?4Eh? E4E !E4Em  AA8 Aparticle/SmokeStack.vmtu yG 4C.pAA#A prop_physics=^ ==JA#  z2! CBreakablePropBreakablePropTouch5 7 #X }@@ !@@A@A B `_C ;@A^A e@5 ?) models/props_vehicles/tire001b_truck.mdl0G46< 21?8"ԂDN;811, 4p;9 + h? "ԂD, śj  BiAZiC !"ԂD, ś BiAZiC?Y C ???E?=?* Metal.Medium" {M = ? func_clip_vphysicsJAD  &#^ D yE_0E ! DȀE'| bspark_gun03 Z SparkOnce'{ trigger_multiple=JAD  ' CTriggerMultipleMultiTouch#trigger_gunboltaction_top^ $` !B$B`@  RB $` ;B$B`@ ? *380G?D?GE?FEh? DGEFE !DGEFE9 ?filter_gunboltbrelay_shellremoveZ Trigger'brelay_gunbolt_broken_bufferZ Trigger='brelay_gunbolt_broken_bufferZ CancelPending'K  env_smokestack=JA P#smoke_gunbolt ?0G?̈́D?=GE?p+Eh? ̈́D=GEp+E !̈́D=GEp+Em  AA8 Aparticle/SmokeStack.vmtu yG 4C.pAA#A  filter_activator_name=JA #Bfilter_gunbolt ?0G? D?GE?H/Eh?  DGEH/E ! DGEH/E2  physbox_gunbolt ambient_generic=JA#  CAmbientGenericRampThink; #@sound_gunbreak ?0G? D?FGE?-Eh?  DFGE-E0 ! DFGE-E< <Breakable.MetalJ @Da E@Fd ddddddd path_track B=JA 3ptrack_gunbolt_shellinsert1#ptrack_gunbolt_shellinsert2P  !AAA ׳]A ;AAA ?0G3"?ֳ]?`D22ֳ]? KE.;2Eh? `D KE2E BC !`D KE2E BC A Abrelay_gun_reloadZ Enable'btrain_gunbolt_shellinsertZ Resume?'btrain_gunbolt_shellinsertZ Stop'bdynprop_shellboltZ Enable'bdynprop_shellinsertZ Disable' path_track C=JA 3ptrack_gunbolt_shellinsert2#ptrack_gunbolt_shellinsert1P  !AAA ׳]A ;AAA ?0G3"?ֳ]?`D22ֳ]? KE.;)Eh? `D KE)E BC !`D KE)E BC A Kbtrain_gunbolt_shellinsertZ Stop' path_track C=JA 3ptrack_gunbolt_shellremove2#ptrack_gunbolt_shellremove1P  !AAA ׳]A ;AAA ?0G3"?ֳ]?`D22ֳ]? KE.;>Eh? `D KE>E BC !`D KE>E BC A Kbtrain_gunbolt_shellremoveZ Stop' path_track B=JA 3ptrack_gunbolt_shellremove1#ptrack_gunbolt_shellremove2P  !AAA ׳]A ;AAA ?0G3"?ֳ]?`D22ֳ]? KE.;0KEh? `D KE0KE BC !`D KE0KE BC A  bthruster_gun Z Deactivate@@'btrain_gunbolt_shellremoveZ Resume?'btrain_gunbolt_shellremoveZ Stop'bdynprop_shellremoveZ Disable' func_tracktrain J#  (3ptrack_gunbolt_shellinsert1#train_gunbolt_shellinsert^  @ !AA@A 5A  @ ;AA@A5 ? *390G?`D? KE?F)Eh?p$\@^$\@ `D KEF)Ej  !`D KEF)E@"CX Canister.ScrapeRough Canister.ImpactSoft <wdA 5 ?  @ GAABn?C prop_dynamictrain_gunbolt_shellremove=^ ==JA# D  ! CBreakablePropBreakablePropTouch5 7  O#dynprop_shellremove^ b!Rx !Bb!A.A B m ;rAAB5 ?. models/props_combine/headcrabcannister01a.mdl0G3"?ֳ]?`D22ֳ]?PGE.;>Eh? `DPGE>E B !t B?Y CD@E ???E?=?" {M =@ A/  prop_dynamictrain_gunbolt_shellinsert=^ ==JA# D  ! CBreakablePropBreakablePropTouch5 7  O#dynprop_shellinsert^ b!Rx !Bb!A.A B m ;rAAB5 ?. models/props_combine/headcrabcannister01a.mdl0G3"?ֳ]?`D22ֳ]?PGE.;F)Eh? `DPGEF)E B !t B?Y CD@E ???E?=?" {M =@ A/  logic_relay=JA #Brelay_gun_insertshell ?0G?D? KE?8.Eh? D KE8.E !D KE8.Eqbtrain_gunbolt_shellinsert Z StartForward'bdynprop_shellinsertZ Enable' logic_relay=JA #Brelay_shellremove ?0G?D? KE?CEh? D KECE !D KECEqbtrain_gunbolt_shellremove Z StartForward'bdynprop_shellremoveZ Enable'bdynprop_shellboltZ Disable'  phys_slideconstraint=JA #Bslideconstraint_gun ?0G?D?GE?)Eh? DGE)E !DGE)ELGphysbox_gunbolth  DGEDEu? logic_relay=JA #Brelay_gun_reload ?0G?aD?\GE?w,Eh? aD\GEw,E !aD\GEw,Eqbrelay_gun_reloadZ Disable'brelay_gunbolt_broken_bufferZ Trigger' bthruster_gun Z Activate' trigger_multiple=J# D  ) CTriggerMultipleMultiTouch#trigger_gunboltaction_bottom^ $ !B$B@  JSB $ ;B$B@ ? *400G?D?GE?8*Eh? DGE8*E !DGE8*E9 ?m (filter_gunboltbrelay_gun_insertshellZ Trigger='brelay_gunbolt_broken_bufferZ CancelPending'K logic_relay=JA #Brelay_gunbolt_broken_buffer ?0G?D?HE?R-Eh? DHER-E !DHER-EQqbrelay_gunbolt_brokenZ TriggerA' logic_relay=JA #B plug_pull ?0G?D?3IE?R-Eh? D3IER-E !D3IER-Eq brelay_canisters_rearZ Trigger' bsound_alarm Z StopSound?' bsound_alarm Z PlaySound'brelay_gunfireZ CancelPending' btimer_gunZ Disable'bshake_gundisabled Z StartShake'bswitch_sparks Z SparkOnce=' bswitch_sound Z PlaySound'bsound_blowfuse_1 Z PlaySound' prop_physics=^ =JA#  '! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B @ջ ;IAxAA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G?,==:tDB= X?_=sEBe:_?B$Eh? tDsEB$Ej  {>M)oC !tDsEB$E {>M)oC ?YCDD ??@?E@=? WoodChunks$* Wooden.Small" {M = ? prop_physics=^ =JA#  1! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B <Ƨo ;AAA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G?ro: :D o?B:uYE_ AC?:F*Eh? DuYE:F*Ej  ߒ=oVC !DuYE:F*E ߒ=oVC ?YCzD@D ??@?E@=? WoodChunks$* Wooden.Small" {M = ? prop_physics=^ =JA#  )! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B lf ;AAA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G?u:W0D5u?W?CEh 0:(W9? F*Eh? D?CE F*Ej  r0\A< !D?CE F*E r0\A< ?YCDD ??@?E@=? WoodChunks$* Wooden.Small" {M = ? prop_physics=^ =*JA#  3! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B @)B ;jAAA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G? i<)8D i?Sc7`EHz u?G%Eh? D`EG%Ej  0g;5 vC !D`EG%E 0g;5 vC ?YCDD ??@?E@=? WoodChunks$* Wooden.Small" {M = ? prop_physics=^ =[JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ؒeA*J, !dA ;ABA5 ?( models/props_canal/boat001a_chunk02.mdl0GI~? ?D/M?w>>8\ DVw=:? ,ԫ + h? D8\ Dԫj  BGC !D8\ Dԫ BGC ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =׻J&#  @A+x ]FadeScaleThink# J! CBreakablePropBreakablePropTouch5 7 ;#X tAJ^‰Y !(BᑽA4A K^B 2t)B ;uAFB5 ?( models/props_canal/boat001a_chunk04.mdl0G2S#<3D%= sD{vh=vB@;?-"'U]h?  sDBU]j   lT (B ~A ;IB@OA(4A5 ?( models/props_canal/boat001b_chunk03.mdl0GXV|Z>ῷ\C *>{f?"9;>0Cd<Ѿthix + h? \C>0Cxj  Oc*CT7LC !\C>0Cx Oc*CT7LC9 ?YC ??@?E@=? WoodChunks$*wooden.medium" {M =$:  ? r p: r ? prop_physics=^ =\JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X Bœ}A ^3 !vM Be#A y-B +@(3yA ;aA)A5 ?( models/props_canal/boat001b_chunk07.mdl0Gh7>f?ŽD#~?a=$=c+uDPqh?)վ㍗h? ŽDc+uD㍗j  >eBwfB !ŽDc+uD㍗ >eBwfB ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =JA#  +! CBreakablePropBreakablePropTouch5 7 ;#X +%@= !sNHA, ƠB BaeA ;PB`Oz.A5 ?( models/props_canal/boat001b_chunk08.mdl0G2A?ݛ>pD'?)?:>+D;D>a + h? pD+Dj  a CC !pD+D a CC ?Y C ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =3JA#  {I! CBreakablePropBreakablePropTouch5 7 ;#X   !?@ B fB ' , ;'A A,A5 ?& models/props_debris/wood_board02a.mdl0G(hs>pk>vDWF#0s>p?w[kDQu/> ^}*h? vDw[kD}*j  'ѓB C !vDw[kD}* 'ѓB C ?Y C ??@?E@=? WoodChunks$wooden.medium" {M = ? path_corner=JA 3seagull_path_2#@seagull_path_01 ?0G?fD? JW?\CDh? fD JW\CD !fD JW\CD path_corner=JA 3seagull_path_3#@seagull_path_2 ?0G?D??\3Dh? D\3D !D\3D path_corner=JA 3seagull_path_4#@seagull_path_3 ?0G?D??\Dh? D\D !D\D path_corner=JA 3seagull_path_24#@seagull_path_23 ?0G?D?X?Ch? DXĸC !DXĸC path_corner=JA 3seagull_path_25#@seagull_path_24 ?0G?D?0?Ch? D0ĸC !D0ĸC path_corner=JA 3seagull_path_26#@seagull_path_25 ?0G?D?(?Ch? D(ĸC !D(ĸC path_corner=JA 3seagull_path_27#@seagull_path_26 ?0G?D?8?\ Dh? D8\ D !D8\ D path_corner=JA 3seagull_path_28#@seagull_path_27 ?0G?D?h?\Dh? Dh\D !Dh\D path_corner=JA 3seagull_path_32#@seagull_path_31 ?0G?D?8?\+Dh? D8\+D !D8\+D path_corner=JA 3seagull_path_42#@seagull_path_41 ?0G?D?(D?Ch? D(DC !D(DC path_corner=JA 3seagull_path_43#@seagull_path_42 ?0G?D?D?Ch? DDC !DDC path_corner=JA 3seagull_path_44#@seagull_path_43 ?0G? E?@D?Ch?  E@DC ! E@DC path_corner=JA 3seagull_path_48#@seagull_path_47 ?0G?D?D?Ch? DDC !DDC  info_node_link=JA #B ?0G?=rD?d?0Kh? =rDd0K !=rDd0K O `  info_node_link=JA #B ?0G?D?q D?'h? Dq D' !Dq D' c d prop_physics=^ ==J#  I@A+x ]FadeScaleThink# J{! CBreakablePropBreakablePropTouch5 7 #X ~M«~M !MB&;B~MB yB htBd ;SBvBHjB5 ?) models/lostcoast/props_junk/float03a.mdl0GP?{?g`= DM?@ >_D%=%|?Lh?  D_DLj  K ¥C ! D_DL K ¥C{ ?YC ???E?=?* Metal.Medium" {M =:   r : r ? path_corner=JA 3seagull_path_b_5#@seagull_path_b_3 ?0G?E?ˑpD?\Dh? EˑpD\D !EˑpD\D path_corner=JA 3seagull_path_b_23#@seagull_path_b_21 ?0G?D?^?Ch? D^øC !D^øC path_corner=JA 3seagull_path_b_24#@seagull_path_b_23 ?0G?qE??Ch? qE¸C !qE¸C path_corner=JA 3seagull_path_b_28#@seagull_path_b_27 ?0G?D?C?\Dh? DC\D !DC\D path_corner=JA 3seagull_path_b_30#@seagull_path_b_29 ?0G?qD???\#Dh? qD?\#D !qD?\#D path_corner=JA 3seagull_path_b_32#@seagull_path_b_31 ?0G?qE??\+Dh? qE\+D !qE\+D path_corner=JA 3seagull_path_b_01#@seagull_path_b_53 ?0G?D?2nC?\;Dh? D2nC\;D !D2nC\;D path_corner=JA 3seagull_path_b_53#@seagull_path_b_52 ?0G?\D?J ;@>B?5 ? *470G?qD?BdE?0-7D}?3\Eʷ-DT?7Eh? D\E7Ej  &:C !D\E7E &:Cp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 23 CPhysBoxBreakTouch5 7 ;#X @r !@B@@ MB @ ` ;@ BJ@`?5 ? *490G?:m$FD?9\~[E,7船?7Eh? FD\~[E7Ej  &ܽC !FD\~[E7E &ܽCp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 30 CPhysBoxBreakTouch5 7 ;#X [a !GA!`B@ WdB %ri0 ;qAhB ?5 ? *500G?N1:31kDN1?Tm_EKT6?4Eh? kDm_E4Ej  74Q9 !kDm_E4E 74Q9p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 43 CPhysBoxBreakTouch5 7 ;#X ScH !SB@HA@ H"YB ! ;@AA@!B5 ? *510Gތ$@ųaLD>Xp?N\=%\E0>Mo5%Eh? aLD%\E5%Ej  ТCxl8C !aLD%\E5%E ТCxl8Cp  Mwooden.mediumM ?$:  *?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 63 CPhysBoxBreakTouch5 7 ;#X  R1w, !PRB,A@ 8WB L@ ;@LBA@?5 ? *530G?/qv17D5q:?5¸fZE 8?/Eh? DfZE/Ej  Q;9kn=ʭ; !DfZE/E Q;9kn=ʭ;p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 73 CPhysBoxBreakTouch5 7 ;#X @r !@B@@ MB `x ;@B$@?5 ? *540G?X7n9TD>a?9yZEn8?7Eh? 9TDyZE7Ej  1U0C !9TDyZE7E 1U0Cp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 83 CPhysBoxBreakTouch5 7 ;#X \Q¬ !]QBA@ jB %K€0 ;%KBA@?5 ? *550G?Y$8# DY:?~s[E$8?7Eh? # Ds[E7Ej  H;B=t3; !# Ds[E7E H;B=t3;p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA 93 CPhysBoxBreakTouch5 7 ;#X H !ֺHA@B@ B 3Hc ;3ABDc@5 ? *560G?Q8;aDg9?q6VE96=?:Eh? DVE:Ej  x퐼%8y#@ !DVE:E x퐼%8y#@p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA :3 CPhysBoxBreakTouch5 7 ;#X o,_ !,A_B@ B h` ;AhB`?5 ? *570G?7-8D߷?QIRE-~7?:Eh? DIRE:Ej  < ;szȺ%v: !DIRE:E < ;szȺ%v:p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA ;3 CPhysBoxBreakTouch5 7 ;#X H !µHABB@ B D/` ;1/AइB ?5 ? *580G?[źŹE?]:?89MEf9?:Eh? EME:Ej  ︰= C !EME:E ︰= Cp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA <3 CPhysBoxBreakTouch5 7 ;#X qD !@{DB@ EB @>p ;@>B`?5 ? *590G?PƞSUEEƞ9?38WÊS8CD?BEh? UEEWEBEj  Z=$` ;@>B`?5 ? *600G2?l3 CPhysBoxBreakTouch5 7 ;#X 0J !MA4B@ ELB @@M  ;A`MB ?5 ? *610G?)D);?,6J RE8G$I7?BEh? D REBEj  7r=I4: !D REBE 7r=I4:p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA ?3 CPhysBoxBreakTouch5 7 ;#X qzD !@{DB@ EB >P ;@@>B`?5 ? *620G?(>J8w Df>9? NE2¸^V7?BEh? w D NEBEj  ;?<+:: !w D NEBE ;?<+::p  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA @3 CPhysBoxBreakTouch5 7 ;#X HY !HAOB@ B 0`P ;0A`BP?5 ? *630G?8kt( E)?T6,wREst9-DT?JEh? ( E,wREJEj  UN C !( E,wREJE UN Cp  Mwooden.mediumM ?@?E@=? WoodChunks$wooden.medium xWoodChunks  func_physbox*JA A3 CPhysBoxBreakTouch5 7 ;#X  !AB@ 9B  P ;@ BP?5 ? *640G?wn'5 ? *690G?9) cD?+0Enų+:?Eh? cD0EEj  6_= !cD0EE 6_=p   MWooden.HugeM ?@?E@=? WoodChunks$ Wooden.Huge xWoodChunks  env_physimpactpropphys_lamp1=JA  gOgh#@ expl_gun ?0Gl`: 5D(L?& lE?(L:o`:-Eh? DlE-E  ޳­)©)B !qD;i@ ½7B <E8HBpropphys_lamp1 env_physimpactpropphys_lamp2=JA  kOkl#@ expl_gun ?0G¢:3D'o?b_lE?(o:¢:-Eh? D_lE-E ҳ77B !<? <ίf8B <E8HBpropphys_lamp2 trigger_once=JAD  G CTriggerMultipleMultiTouch#^   !zCAB  BC  ;zCAB ? *700G?D?E?$Eh? DE$E !DE$E9 K*q btonemap_controllerZ SetAutoExposureMax4'bdoor_courtyardZ Close'bdoor_courtyardZ Lock #<' bautosaveZ Save' bfishermanZ Kill'bnpc_combine_sZ Kill'bcannon_fire_timerZ Disable'brelay_gunfireZ Enable' btimer_gunZ Enable' bnpc_seagullZ Kill'  point_template=JA #Bptemplate_dropships ?0G?1E?E?@Eh? 1EE@E !1EE@E  dropship_1d)Tx  9 =@X׳]?@aB?׳]?@C?A? path_track=JA 3ptrack_dropship_2b0#ptrack_dropship_2bP  !AAA ׳]A ;AAA ?0G?E?3;E?ZEh? E3;EZE !E3;EZE A  trigger_once=JAD  H CTriggerMultipleMultiTouch#trigger_outAfterGun^   !BfbAB "C   ;BfbAB ? *710G?D?E? ,Eh? DE ,E !DE ,E9 RKq brelay_trapZ Trigger' bdropship_1Z FlyToSpecificTrackViaPathptrack_dropship_2b2' func_movelinearphysbox_gunbolt B=JA I (O('#train_gunbolt^  !@@A rA X ;@X@A ? *720G? %5j7D=3?gEE0jg9?9Eh? DEE9Ej   ]: *6۱g< !@B "DFE=E #DFE?E DFE>E   .;??{Aq0 btrain_gunboltZ Close' bshell_01Z Disable' ambient_generic=JA#  CAmbientGenericRampThink; #@sound_canisters ?0G?D?>E?p6Eh? D>Ep6E !D>Ep6E< <HeadcrabCanister.AfterLandingJ @Da ER@Fd ddde@ddd info_target=JA #@ target_gun ?0G??D?qQE?3+\Eh? ?DqQE3+\E !?DqQE3+\E logic_relay=JA #Brelay_canisters_rear ?0G?\D?q=E?pJEh? \Dq=EpJE !\Dq=EpJEqbrelay_canister_03Z Trigger@'brelay_canister_02Z Trigger@'blight_warningZ TurnOn'blight_warningZ TurnOffA'bsound_canisters Z StopSound A'brelay_canister_01Z Trigger@'bsound_canisters Z PlaySound' ai_relationship=J]#  'CAI_RelationshipApplyRelationshipThink3!player#@relationship_dropship ?0G?,E?iqE?fVDEh? ,EiqEfVDE !,EiqEfVDE]  dropship_*c   point_template=JA #Bptemplate_rearsoldiers ?0G?D?FE?*Eh? DFE*E !DFE*E soldier_rear_2d)Tx  9 >@X.;A?.;^B?GC?Obsoldier_rear_2 Z BeginRappel='  point_template=JA #Bptemplate_gunship_flyby ?0G?9aE??frEh? 9aEfrE !9aEfrE gunship_flybyd)Tx  9 ?@X{'4A4A?{'??gbgunship_flybyZ FlyToSpecificTrackViaPathptrack_flyby_6' path_track=JA 3ptrack_flyby_2#ptrack_flyby_1P  !AAA ׳]A ;AAA ?0G{'4ALE4A?{'?fr!Eh? LEfr!E C !LEfr!E C A  path_track=JA 3ptrack_flyby_3#ptrack_flyby_2P  !AAA ׳]A ;AAA ?0G{'4ApD4A?{' C?fr!Eh? pD Cfr!E C !pD Cfr!E C A  path_track=JA 3ptrack_flyby_4#ptrack_flyby_3P  !AAA ׳]A ;AAA ?0G{'4AĦ4A?{'*E?fr!Eh? *Efr!E C !*Efr!E C A  path_track=JA 3ptrack_flyby_5#ptrack_flyby_4P  !AAA ׳]A ;AAA ?0G{'4AĦ4A?{'E?fr!Eh? Efr!E C !Efr!E C A  path_track=JA 3ptrack_flyby_6#ptrack_flyby_5P  !AAA ׳]A ;AAA ?0G{'4ApD4A?{'E?frAEh? pDEfrAE C !pDEfrAE C A  path_track=JA #ptrack_flyby_6P  !AAA ׳]A ;AAA ?0G{'4AlE4A?{'E?fraEh? lEEfraE C !lEEfraE C A < b!activatorZ Kill' ai_relationship=J]#  'CAI_RelationshipApplyRelationshipThink3!player#@relationship_flyby ?0G?9aE??frEh? 9aEfrE !9aEfrE] gunship_flyby  move_rope=JA 5 #P  ܾ !D C ܾ ;D ?0G?D?LE? @Eh? DLE @E !DLE @E^H5rope_chandelier_1. @V ? cable/cable.vmt w>\/  phys_lengthconstraint=JA #Blengthconstraint_chandelier ?0G?D? LE? bEh? D LE bE !D LE bELGrope_chandelier_1anchor_chandelier  D LE bE3.iC  D LEXKE  keyframe_rope=JA 5 #@rope_chandelier_1 ?0G?D?LE? dEh? DLE dE !DLE dE ^@5rope_chandelier_2. @V ? cable/cable.vmt \/ prop_physics=^ ==JA# D K! CBreakablePropBreakablePropTouch5 7 #@propphys_chandelierX &S* !&BPBG-B LC S %` ;` BMB@B5 ?0 models/lostcoast/props_monastery/chandelier.mdl0G ?d;1D6eﺑLEgd?9Eh? 1DLE9Ej  =œC !1DLE9E =œC?Y CDD ???E?=?*7 metal.large" {M = ? keyframe_rope=JA 5 #wire2P zd !C@C S"C zd ;C@C ?0G?E?hE??Eh? EhE?E !EhE?E^H5wire3.# ?V ? cable/cable.vmt w\/ prop_physics=^ =[JA#  ! CBreakablePropBreakablePropTouch5 7 #X 67( !\A/A!A EA @'X)> ;RA#AA 5 ?3 models/lostcoast/props_wasteland/rock_cliff02d.mdl0GH~?<}nED>|?vN,;}E H=.>z?qDh? }nED;}EqDj  KqԿfA !}nED;}EqD KqԿfA?Y C ???E?=? Stone.Base" {M = ? prop_physics=^ =JA#  ! CBreakablePropBreakablePropTouch5 7 #X 67( !\A/A!A EA (r ;VA.Ad A 5 ?3 models/lostcoast/props_wasteland/rock_cliff02d.mdl0G]ux?Vgp~]=^EXD.Qo>x?<*EoBފ?iDh? ^EXD*EiDj  >V@rXAC !^EXD*EiD >V@rXAC?Y C ???E?=? Stone.Base" {M = ? prop_physics=^ ==JA#  ! CBreakablePropBreakablePropTouch5 7 #X 67( !\A/A!A EA $/ ;~UA$A A 5 ?3 models/lostcoast/props_wasteland/rock_cliff02d.mdl0G }?=NYHyD2x}?_@E{==~?gDh? HyD@EgDj  Α*Jp@ !HyD@EgD Α*Jp@?Y C ???E?=? Stone.Base" {M = ? prop_physics=^ =JA#  ! CBreakablePropBreakablePropTouch5 7 #X 67( !\A/A!A EA Q+s ;RVA$AYU^ =᱃D_2~?uV??Es>5)?JDh? ᱃DEJDj  <\x2C !᱃DEJD <\x2C?Y C ???E?=? Stone.Base" {M = ?  ai_goal_follow=J]#  #@fisherman_follow_goal ?0G???/nvAh? /nvA !/nvA]  | fishermanL info_target=JA #@fisherman_lead_target ?0G?OD?nE?Ah? ODnEA !ODnEA info_target=JA #@mark_fisherman_gateLead02 ?0G F%!?MD%! F0gE?;Ah? MD0gE;A [C !MD0gE;A [C math_counter=JA #Bseagull_death ?0G???Ah? A !A=AW bseagull_death_caseZ InValue' logic_case=JA #Bseagull_death_case ?0G???Ah? A !A 1234L blcs_fisherman_shootgull01Z Start'L blcs_fisherman_shootgull02Z Start'L) blcs_fisherman_shootgull03Z Start'L9 blcs_fisherman_shootgull04Z Start'  logic_choreographed_scene=JA #Blcs_fisherman_shootgull01 ?0G???VAh? VA !VA+%scenes/lostcoast/fisherman_shootgull01.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_shootgull02 ?0G???VAh? VA !VA+%scenes/lostcoast/fisherman_shootgull02.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_shootgull03 ?0G???VAh? VA !VA+%scenes/lostcoast/fisherman_shootgull03.vcd TLK_RESUME fisherman x x t info_target=JA #@fisherman_lead_target_3b ?0G&L+>>D>>?&L+D?h? DD C !DD C  logic_choreographed_scene=JA #Blcs_fisherman_shootgull04 ?0G???VAh? VA !VA+%scenes/lostcoast/fisherman_shootgull04.vcd TLK_RESUME fisherman x x t math_counter=JA #Bfisherman_proximity_counter ?0G?P E?B?Ah? P EBA !P EBA=?W bproximity_math_counterZ Add' trigger_once=JAD  J CTriggerMultipleMultiTouch#trigger_outro^ @P@t !@PD@tDB D @P@t ;@PD@tDB ? *730G?D?EE?Bh? DEEB !DEEB9 RKGqblcs_fisherman_outro1Z Start' math_counter=JA #Bcounter_combinedeath ?0G???ёZh? ёZ !ёZ=@W bcombine_death_caseZ InValue' logic_case=JA #Bcombine_death_case ?0G???ёZh? ёZ !ёZ1234O blcs_fisherman_combinedeath01Z Start'O blcs_fisherman_combinedeath02Z Start'  logic_choreographed_scene=JA #Blcs_fisherman_combinedeath02 ?0G? ??T2h?  T2 ! T2.%scenes/lostcoast/fisherman_combinedeath02.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_combinedeath01 ?0G? ??T2h?  T2 ! T2.%scenes/lostcoast/fisherman_combinedeath01.vcd TLK_RESUME fisherman x x t trigger_once=JAD  K CTriggerMultipleMultiTouch#trigger_rockcontinue^ @ - !@ DD-C ×D @ - ;@ DD-C ? *740G?D?#E?Bh? D#EB !D#EB9 RKAqblcs_leadtogateZ Start' weapon_rpg=^ ={J# D  CBaseCombatWeaponDefaultTouch5 #f w5}Y !܌(Bq7@&ˑA MAIB "@' ;`FBwBB 5 ?% models/weapons/w_rocket_launcher.mdl0Gjz?ؼR>&D~]T>D7>/v/Ep<{?X9>L@(Eh? &D/EL@(Ej  2(??Ag$B !&D/EL@(E 2(??Ag$B? -  9C<CEE[ G6,  info_target_gunshipcrash=JA #@ crashtarget ?0G?D?@0E? Eh? D@0E E !D@0E E R bshake_rearPlatform Z StartShake'bexpl_rearPlatformZ Explode'bphysbox_rearboards Z EnableMotion' weapon_rpg=^ = J# D Z CBaseCombatWeaponDefaultTouch5 #f w5}Y !܌(Bq7@&ˑA MAIB "' ;pFBwBB 5 ?% models/weapons/w_rocket_launcher.mdl0G6?-=/2ZDa%?ȃ>W.?NE(>/p_>Eh? ZDNEEj  zz(BC !ZDNEE zz(BC? -  9C<CEE[ G6, logic_relay=JA #B relay_trap ?0G?\E?āE?&Eh? \EāE&E !\EāE&Eqbcounter_bustbackdoorZ Add6 B'bnpcmaker_soldier_trap_eliteZ Enable'btrigger_headingformonasteryZ Enable'bnpcmaker_soldier_trap_aZ Enable'benemyfinder_trapZ TurnOn'bnpcmaker_soldier_buildingZ Enable'bmaker_gunship_aZ EnableA'bnpcmaker_soldier_*Z Disable B' prop_physics=^ =\J#  @A+x ]FadeScaleThink# Jޫ! CBreakablePropBreakablePropTouch5 7 #X mDJD !DA/CADA ƖA uJ|a ;}AuA:MA5 ?- models/lostcoast/props_wasteland/crabpot.mdl0Gjp?\^!=DNm>Xp?C ϼe:=?"Nh? D"Nj  ?ZA&@ !D"N ?ZA&@ޫ?Y C ???E?=? Metal.Medium" {M = r 3ۣ ? prop_physics=^ =JA#  ;! CBreakablePropBreakablePropTouch5 7 #X mDJD !DA/CADA ƖA @$Hm ; AAQA5 ?- models/lostcoast/props_wasteland/crabpot.mdl0GTQ?vS?UZ1D[T?s^%w=A? 4h? 1D% 4j  ]?_Y@ !1D% 4 ]?_Y@?Y C ???E?=? Metal.Medium" {M = ? prop_physics=^ =JA#  H! CBreakablePropBreakablePropTouch5 7 #X mDJD !DA/CADA ƖA ɌE(> ;AhAքaA5 ?- models/lostcoast/props_wasteland/crabpot.mdl0G.@>â4> Sw?YDe{͉8=.;> M7{:>h? YDćj  \$?:F> scenes/lostcoast/fisherman_pullpuzzle_keeppulling.vcd 9 scenes/lostcoast/fisherman_pullpuzzle_keepup.vcd ; scenes/lostcoast/fisherman_pullpuzzle_slipover.vcd ~ FishyGoThruGateNag~ 9 scenes/lostcoast/fisherman_gatenag01.vcd  9 scenes/lostcoast/fisherman_gatenag02.vcd  9 scenes/lostcoast/fisherman_gatenag03.vcd  9 scenes/lostcoast/fisherman_gatenag04.vcd  9 scenes/lostcoast/fisherman_gatenag05.vcd  9 scenes/lostcoast/fisherman_gatenag06.vcd    logic_choreographed_scene=JA #Blcs_fisherman_keys ?0G?6D?3lE?Ah? 6D3lEA !6D3lEA $%scenes/lostcoast/fisherman_keys.vcd TLK_RESUME u<x x tm tK>btrigger_gateNagZ Enable@@'P%bss_Fisherman_OpenGateZ BeginSequence'F(brelay_DropHarpoonZ Trigger'O'bss_Fisherman_SitDownZ BeginSequence' item_suitcharger=^ ==JAD #X ތ|-) ! A,)AA PA |) ;A)AA5 ?) models/props_combine/suit_charger001.mdl0G?D? UE?,Eh? D UE,E !D UE,E?7l ?5 K &B prop_dynamic=^ ==JA# D p! CBreakablePropBreakablePropTouch5 7 # vollight1^ B !B@B0C L8C B ;B@B0C ?3 models/lostcoast/effects/vollight_stainedglass.mdl0G?D? +bE?)Eh? D +bE)E !D +bE)E?Y C ???E?=?" {M =@ A item_ammo_crate=^ ==JA 5 #X K3 q? !~͇A3 AA B /? ;AtAA5 ?# models/items/ammocrate_rockets.mdl0G^wMex'EMex?^w-E?)Eh? 'E-E)E B !'E-E)E Bidd7l ? ף? item_ammo_smg1=^ =JA $ CItemItemTouch5 #f Xw !X@wA%YA *YAIA @0 ;A-BA 5 ? models/items/boxmrounds.mdl0G ?T:~t<D7? ;*YEff?)Eh? D*YE)Ej  e?aݳC !D*YE)E e?aݳC?  item_ammo_smg1=^ =ͰJA  CItemItemTouch5 #f Xw !X@wA%YA *YAIA .` ;A$BA 5 ? models/items/boxmrounds.mdl0G?᪼D_:f?Q;x~Eת<Ƈ/?(Eh? Dx~E(Ej  ;=C !Dx~E(E ;=C?  item_ammo_smg1=^ ==JA 2 CItemItemTouch5 #f Xw !X@wA%YA *YAIA  ;@A"BA 5 ? models/items/boxmrounds.mdl0G?mֺ3Â,#D[:q?w;K[Eg<DET_?._?;=D?2?Q6#gEKq>C\$Eh? DgE\$Ej   9B]B5C !DgE\$E  9B]B5C?  item_battery=^ =JA / CItemItemTouch5 #f o"ۊ !Tt"@ۊ@$A uP@IA @rؾ ;@AAѳA 5 ? models/items/battery.mdl0G4?O:vP˿)w> !YDiC[E)E p>P˿)w>?  item_healthkit=^ =qJA # CItemItemTouch5 #f g0 !7cA@<@ ?AIA %P ;AAޑA 5 ? models/items/healthkit.mdl0Gg_? '(E-WsbW0Eyb;?(Eh? '(EW0E(Ej  uJ?K7> !'(EW0E(E uJ?K7>?  item_healthkit=^ ={JA > CItemItemTouch5 #f g0 !7cA@<@ ?AIA "Y ;`B"BA 5 ? models/items/healthkit.mdl0G|?Ne6ED)=|?)>>Ev!>Wz?ԫDh? ED>EԫDj  W[@C !ED>EԫD W[@C?  item_healthkit=^ =JA  CItemItemTouch5 #f g0 !7cA@<@ ?AIA 1 ;rBJ!BA 5 ? models/items/healthkit.mdl0G:?4/nuUE=Ok?MQDh? ?׮9ٛD<(?ʑغZE:?)Eh? ٛDZE)Ej  U0EF>w?cDh? AiD0EcDj  m՟?J>C !AiD0EcD m՟?J>C?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =JA#  ?! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A x ;ÍARnAA5 ?! models/items/item_item_crate.mdl0G?rhv?Eh? DEEj  ?-Ŀt,{A !DEE ?-Ŀt,{A?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =QJA#  O! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A Iw ;KA\xAA5 ?! models/items/item_item_crate.mdl0G?P;D3)<?pPEK)*;?Eh? DPEEj   >?} > !DPEE  >?} >?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =JA#  "! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A q)s ; AtAA5 ?! models/items/item_item_crate.mdl0G]?"׋;7D#:`?Yv<(ZE)pb?▬Dh? 7D(ZE▬Dj  kz>V%=쾳C !7D(ZE▬D kz>V%=쾳C?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =SJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A q, ;OATqACA5 ?! models/items/item_item_crate.mdl0G?նE:?C8q1E-6!¸?/Eh? Eq1E/Ej  =RC !Eq1E/E =RC?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =JA#  C! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A pK^ ;8A qAiA5 ?! models/items/item_item_crate.mdl0G?}9@H9@&E4}?tBQE]5I喗:? 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CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A p$% ;?AgqAUA5 ?! models/items/item_item_crate.mdl0G?ʦJ:6;DJ?S:.EODT?/Eh? ;D.E/Ej  9l5C !;D.E/E 9l5C?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =JA#  F! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A /ý ;A#~AA5 ?! models/items/item_item_crate.mdl0G?f=6DNf}?r7 !D7?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =fJA#  :! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A r ;@ؑA;A@A5 ?! models/items/item_item_crate.mdl0G?`=WoʛD`?T73;Ef03.;4?*Eh? ʛD3;E*Ej  kfC !ʛD3;E*E kfC?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =[JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A p ;@AqAA5 ?! models/items/item_item_crate.mdl0G?~":}D6ug7?J:F0E%I?(Eh? }DF0E(Ej   =T6O:C !}DF0E(E  =T6O:C?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_item_crate=^ =*JA#  3! CBreakablePropBreakablePropTouch5 7 ;#X }t  !x'AtA@A ^A p ;*AqAEA5 ?! models/items/item_item_crate.mdl0G?=K6]D>8?!ZEÒ۶!9??Eh? ]DZE?Ej  ~9Pl;< !]DZE?E ~9Pl;<?YC@?E@=? WoodChunks$* Wooden.Small " {M = ?Eitem_dynamic_resupply  item_rpg_round=^ =åJA 3 CItemItemTouch5 #f CC !1~AC@C@ ƂAIA K@ ;A B5hA 5 ?$ models/weapons/w_missile_closed.mdl0GrFwOAE.Dw?0<:Et*?j'(Eh? OAE:Ej'(Ej  |?BC !OAE:Ej'(E |?BC?  item_rpg_round=^ == JA w CItemItemTouch5 #f CC !1~AC@C@ ƂAIA € w ; ]BW B}A 5 ?$ models/weapons/w_missile_closed.mdl0GY]ᄒ=DJ>)E"=Z44?8(Eh? D)E8(Ej  C}C !D)E8(E C}C?  item_rpg_round=^ =`JA  CItemItemTouch5 #f CC !1~AC@C@ ƂAIA HL ;BBsA 5 ?$ models/weapons/w_missile_closed.mdl0GzԾ-X¬Dh?7kǾo*EzitDmn?(Eh? Do*E(Ej  V>*Bb6C !Do*E(E V>*Bb6C?  item_rpg_round=^ =QJA  CItemItemTouch5 #f CC !1~AC@C@ ƂAIA A!K ;A BrA 5 ?$ models/weapons/w_missile_closed.mdl0G*>*gPbD w?=uq>D@E] nη>$*Eh? PbDD@E$*Ej  5>hBC !PbDD@E$*E 5>hBC?  item_rpg_round=^ =JA , CItemItemTouch5 #f CC !1~AC@C@ ƂAIA @@4 ;@4B@B>hA 5 ?$ models/weapons/w_missile_closed.mdl0G55Pڻ:E5?5ʭ;6E_AT?c'(Eh? :E6Ec'(Ej  z ?CC !:E6Ec'(E z ?CC?  item_rpg_round=^ =JA = CItemItemTouch5 #f CC !1~AC@C@ ƂAIA 3 ;3BB*hA 5 ?$ models/weapons/w_missile_closed.mdl0G55ջ̑E5?5r;; 8EZD?s'(Eh? ̑E 8Es'(Ej  _?CC !̑E 8Es'(E _?CC?  item_rpg_round=^ =JA  CItemItemTouch5 #f CC !1~AC@C@ ƂAIA 3!O ;YA@ BsA 5 ?$ models/weapons/w_missile_closed.mdl0G @Ⱦ!`?D>!v?ֽ,>d@EbJj?jG>$*Eh? Dd@E$*Ej  H>BwBwbcommandZ command disconnect A'blcs_fisherman_outro2Z Start' bfade_outroZ Fade'  logic_choreographed_scene=JA #Blcs_fisherman_outro2 ?0G???T2h? T2 !T2&%scenes/lostcoast/fisherman_outro2.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_playerdeath ?0G???T2h? T2 !T2+%scenes/lostcoast/fisherman_playerdeath.vcd TLK_RESUME fisherman   logic_choreographed_scene=JA #Blcs_fisherman_cliffclimb01 ?0G???T2h? T2 !T2,%scenes/lostcoast/fisherman_cliffclimb01.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_cliffclimb02 ?0G???T2h? T2 !T2,%scenes/lostcoast/fisherman_cliffclimb02.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_cliffclimb03 ?0G???T2h? T2 !T2,%scenes/lostcoast/fisherman_cliffclimb03.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_waterPlayerNear ?0G?C??T2h? CT2 !CT20%scenes/lostcoast/fisherman_water_playernear.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_water ?0G?C??T2h? CT2 !CT2%%scenes/lostcoast/fisherman_water.vcd TLK_RESUME fisherman x x t logic_relay=JA #Brelay_PlayerNearWater ?0G?C?? Ah? CĬ A !CĬ ARPqblcs_fisherman_waterPlayerNearZ Start' scripted_sequence=JA #@ss_Fisherman_RockClimbUp ?0G55D5?5ܪD?|!Hh? DܪD|!H C !DܪD|!H C 1RockClimbUp xfishermanFbrelay_DropHarpoonZ Trigger' logic_relay=JA #Brelay_DropHarpoon ?0G?{lD?D?C2h? {lDDC2 !{lDDC2{qbmaker_harpoon Z ForceSpawn'bfisherman_weaponZ Kill'  logic_choreographed_scene=JA #Blcs_leadtogate ?0G?D?D?Ch? DDC !DDC *%scenes/lostcoast/fisherman_leadtogate.vcd TLK_RESUME fisherman x x tK>btrigger_enableKeysSceneZ Enable'U%bss_Fisherman_RockClimbDownZ BeginSequence'W(bss_Fisherman_RockClimbDown_BZ BeginSequence'H'bcannon_fire_5_relayZ Trigger' scripted_sequence=JA #@ss_Fisherman_RockClimbDown ?0GFw񃄾fD>Fw8D?Bh? fD8DB %C !fD8DB %C1RockClimbDown xfisherman scripted_sequence=JA #@ss_Fisherman_RockClimbDown_B ?0G.;3ÖD?.;E?Ah? 3ÖDEA B !3ÖDEA B1RockClimbDown_B xfisherman info_target=JA #@mark_fisherman_gateLead01 ?0G?)D?3 E?Qh? )D3 EQ !)D3 EQ  point_template=JA #Btemplate_harpoon ?0G?Hu?f?(h? Huf( !Huf( harpoon_physicsd)Tx  9 @@X???? env_entity_maker fishermanqJA  tkOt#@maker_harpoon ?0G|?=>-Jm)Do>{G?wiE5=lHT'Bh? Jm)DwiET'B s)"+ A:YFf   9QDlkEI:Btemplate_harpoon> prop_physics=^ =)JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X D ¨T !DA BTA B @P ; B@APA5 ?; models/lostcoast/props_wasteland/cliff_stairs_2stair01.mdl0G.;?ٳD.;ڟ'E3?`Dh? DE`Dj  .e‚$6 !DE`D .e‚$6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_1Z TurnOff' ? prop_physics=^ =طJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X  © !@ BA XB  ; B@A5 ?; models/lostcoast/props_wasteland/cliff_stairs_1stair01.mdl0G.;?ٳD.;ڟ'0E3?Dh? D0EDj  .e‚$6 !D0ED .e‚$6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_1Z TurnOff' ? prop_physics=^ =ѷJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X  ! B BB B   ; B BB5 ?9 models/lostcoast/props_wasteland/cliff_stairs_deck01.mdl0G?D?ٳE3?Dh? DEDj  $6 !DED $6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_2Z TurnOff'  ? prop_physics=^ =ýJA#  %! 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WoodChunks$* wooden.medium" {M = ? prop_physics=^ =JA#  ?! CBreakablePropBreakablePropTouch5 7 ;#X  % Y e !%BE[B eB uB $ X d ;$BZB dB5 ?< models/lostcoast/props_wasteland/cliff_stairs_stepset03.mdl0G?`D?ٳE3?Dh? `DEDj  $6 !`DED $6?YCDD ??@?E@=? WoodChunks$* wooden.medium" {M =A bstair_link_5Z TurnOff'  ? prop_physics=^ =ýJA#  (! CBreakablePropBreakablePropTouch5 7 ;#X 9 ! 9B@B /B 8 ; 8B@B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support01.mdl0G?@D?]0E]4?Dh? @D0EDj  n7 !@D0ED n7?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =ýJA#   ! CBreakablePropBreakablePropTouch5 7 ;#X  © !@ BA XB  ;B@A5 ?; models/lostcoast/props_wasteland/cliff_stairs_1stair01.mdl0G.;?]D.;B'гE]4?Dh? DгEDj  .n7 !DгED .n7?YC ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =ýJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ¿J !@BJB ڌB r[ ;@B!B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support03.mdl0Gc3a1quD.Å zE,g" zÅ?Dh? quDEDj  N4C@C !quDED N4C@C?YC@D@D ??@?E@=? WoodChunks$* wooden.medium" {M = ? prop_physics=^ =zJA#  ~! CBreakablePropBreakablePropTouch5 7 ;# stairs_topX @  ! B@A B {]B @  ; B@A B5 ?< models/lostcoast/props_wasteland/cliff_stairs_stepset06.mdl0G?`D?9E93?Dh? `DEDj  OHy6 !`DED OHy6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_8Z TurnOff' ? prop_physics=^ =ýJA#  N! CBreakablePropBreakablePropTouch5 7 ;#X 9 ! 9B@B /B 8 ; 8B@B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support01.mdl0G?D?]=E]4?Dh? D=EDj  n7 !D=ED n7?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =ýJA#  *! CBreakablePropBreakablePropTouch5 7 ;#X 9 ! 9B@B /B 8 ; 8B@B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support01.mdl0G?@D?]гE]4?Dh? @DгEDj  n7 !@DгED n7?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M = ? prop_physics=^ =ýJA#  X! CBreakablePropBreakablePropTouch5 7 ;#X  ! B@B 6B   ;@ BB5 ?< models/lostcoast/props_wasteland/cliff_stairs_support02.mdl0G.;.;4@D?.; (E.;4? Dh? @DE Dj  BC !@DE D BC?YCDD ??@?E@=? WoodChunks$* wooden.medium" {M = ? prop_physics=^ =ýJA#  l! CBreakablePropBreakablePropTouch5 7 ;#X  © !@ BA XB  ;@ BA5 ?; models/lostcoast/props_wasteland/cliff_stairs_1stair01.mdl0G?D?]E]4?Dh? DEDj  n7 !DED n7?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_3Z TurnOff' ? prop_physics=^ =ýJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X  © !@ BA XB € ;@ BA5 ?; models/lostcoast/props_wasteland/cliff_stairs_1stair01.mdl0G?D?]E]4?Dh? DEDj  n7 !DED n7?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_3Z TurnOff' ? prop_physics=^ =ýJA#  M! CBreakablePropBreakablePropTouch5 7 ;#X  ! B@B 6B  ; B@B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support02.mdl0G?D?]=2E]4?Dh? D=2EDj  n7 !D=2ED n7?YCDD ??@?E@=? WoodChunks$* wooden.medium" {M = ? prop_physics=^ =QܷJA#  `! CBreakablePropBreakablePropTouch5 7 ;#X D ¨T !DA BTA B ~@P ; B@APA5 ?; models/lostcoast/props_wasteland/cliff_stairs_2stair01.mdl0G.;?ٳD.;ڟ'E3?`Dh? DE`Dj  .e‚$6 !DE`D .e‚$6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_1Z TurnOff' ? prop_physics=^ ={JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X D ¨T !DA BTA B @P ; B@APA5 ?; models/lostcoast/props_wasteland/cliff_stairs_2stair01.mdl0G.;?ٳD.;ڟ'@E3?`Dh? D@E`Dj  .e‚$6 !D@E`D .e‚$6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_1Z TurnOff' ? prop_physics=^ =GJA#  T! CBreakablePropBreakablePropTouch5 7 ;#X D ¨T !DA BTA B @P ; B@APA5 ?; models/lostcoast/props_wasteland/cliff_stairs_2stair01.mdl0G.;?ٳD.;ڟ'E3?`Dh? DE`Dj  .e‚$6 !DE`D .e‚$6?YCDD ??@?E@=? WoodChunks$*wooden.medium" {M =A bstair_link_1Z TurnOff' ?  env_physexplosion=JA #@expl_rearPlatform ?0G?D?(E?%Eh? D(E%E !D(E%ET<PCG~physbox_rearboards env_shake=JA #@shake_rearPlatform ?0G?D?&E?&Eh? D&E&E !D&E&E @ @$? prop_physics=^ =ׯJA#  ! CBreakablePropBreakablePropTouch5 7 #X 67( !\A/A!A EA %8c ;XLAXA/A 5 ?3 models/lostcoast/props_wasteland/rock_cliff02d.mdl0Gfs?LI>rD >}v`r?:RVvE<>IW>s?zDh? DVvEzDj  2a):%i&'pA !DVvEzD 2a):%i&'pA?Y C ???E?=? Stone.Base" {M = ? prop_physics=^ =ýJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ¿J !@BJB ڌB '[ ;B.A!B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support03.mdl0G=k~PxvD~?Ǭ=A;E zÅ?Dh? vDEDj  3B@C !vDED 3B@C?YC@D@D ??@?E@=? WoodChunks$* wooden.medium" {M = ? prop_physics=^ ==JA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ¿J !@BJB ڌB 0M ;BqAEB5 ?< models/lostcoast/props_wasteland/cliff_stairs_support03.mdl0Gc;ca~DIi?Ͼg˼E{Wiy? Dh? ~DE Dj  KYv@iBsC !~DE D KYv@iBsC?YC@D@D ??@?E@=? WoodChunks$* wooden.medium" {M = ? prop_physics=^ =ýJA#  ! CBreakablePropBreakablePropTouch5 7 ;#X ¿J !@BJB ڌB (€_[ ;Z&Bc]B!B5 ?< models/lostcoast/props_wasteland/cliff_stairs_support03.mdl0GO=1yDy?ٸNiLJEH0 zÅ?Dh? DEDj  C@C !DED C@C?YC@D@D ??@?E@=? WoodChunks$* wooden.medium" {M = ? env_explosion=JAD  #@ expl_gunFire ?0G?̈́D?KE?)0IEh? ̈́DKE)0IE !̈́DKE)0IE ,2 sprites/zerogxplode.sprHN  aiscripted_schedule=JA #@schedule_rearsoldiers ?0G?)D? CJE?(Eh? )D CJE(E !)D CJE(Eyxsoldier_rear_* !player  env_smokestack=JA P#smoke_canister1 ?0G?H?5 F? Dh? H5 F D !H5 F Dm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#?  env_smokestack=JA P#smoke_canister2 ?0G?H?F?Dh? HFD !HFDm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#?  env_smokestack=JA P#smoke_canister4 ?0G??F?Dh? FD !FDm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#?  env_smokestack=JA P#smoke_canister3 ?0G?"?F?Dh? "FD !"FDm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#?  env_smokestack=JA P#smoke_canister5 ?0G??pF?Dh? pFD !pFDm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#?  env_smokestack=JA P#smoke_canister6 ?0G?pC?F?Dh? pCFD !pCFDm  CD8 Bv?particle/SmokeStack.vmtu yG ;E. A4B#? math_counter=JA #Bcrabpots_counter ?0G???ёZh? ёZ !ёZ=@Z @bcrabpots_caseZ InValue' logic_case=JA #Bcrabpots_case ?0G???ёZh? ёZ !ёZ1234L) blcs_fisherman_crabpots_03Z Start'L9 blcs_fisherman_crabpots_04Z Start'  logic_choreographed_scene=JA #Blcs_fisherman_crabpots_01 ?0G???T2h? T2 !T2)%scenes/lostcoast/fisherman_crabpot01.vcd TLK_RESUME fisherman u<=x x tm r  logic_choreographed_scene=JA #Blcs_fisherman_crabpots_02 ?0G???T2h? T2 !T2)%scenes/lostcoast/fisherman_crabpot02.vcd TLK_RESUME fisherman u<=x x tm r  logic_choreographed_scene=JA #Blcs_fisherman_crabpots_03 ?0G???T2h? T2 !T2)%scenes/lostcoast/fisherman_crabpot03.vcd TLK_RESUME fisherman x x t  logic_choreographed_scene=JA #Blcs_fisherman_crabpots_04 ?0G???T2h? T2 !T2)%scenes/lostcoast/fisherman_crabpot04.vcd TLK_RESUME fisherman x x t prop_physics=^ =JA#  d>! CBreakablePropBreakablePropTouch5 7 2;#X S+@ !dB/BԀ@ 7IB -€€ ;.BB@5 ?& models/props_junk/wood_pallet001a.mdl0GTHz?CDyjV/Eӑ<:K?ѥSDh? CD/EѥSDj  :@9? !CD/EѥSD :@9??YC ??@?E@=? WoodChunks$* Wooden.Large" {M =$:  Q> ? info_target=JA #@mark_FaceSSheading01 ?0G&L+>>D>>?&L+@D?h? D@D C !D@D C move_rope=JA 5 #@rope_cliff1_soldier ?0G?RD?nE? Eh? RDnE E !RDnE E ^@. @V ?  cable/cable.vmt \/ move_rope=JA 5 #rope_cliff1_startP ̴ !ʹ@ +@ ̴ ;ʹ@ ?0G?ӃD?RoE? Eh? ӃDRoE E !ӃDRoE E^I5rope_cliff1_soldier. @V ?  cable/cable.vmt w\/  light=JA #@light_warning ?0G?D?KE?@7Eh? DKE@7E !DKE@7E  laaaaaaaazzzzzzzz path_track=JA 3ptrack_dropship_2b1#ptrack_dropship_2b0P  !AAA ׳]A ;AAA ?0G?E?xE?REh? ExERE !ExERE  A  path_track=JA 3ptrack_dropship_2b2#ptrack_dropship_2b1P  !AAA ׳]A ;AAA ?0G?E? E?rEh? E ErE !E ErE A  path_track=JA #ptrack_dropship_2b2P  !AAA ׳]A ;AAA ?0G?pE?D?:Eh? pED:E !pED:E A < b!activatorZ Kill' path_track=JA 3ptrack_rearb0# ptrack_rearbP  !AAA ׳]A ;AAA ?0G?jE?T;^D?E]9f8?|)Eh? DQ>E|)Ej  e_ (@J; !DQ>E|)E e_ (@J;?Y CDD ???E?=?* Metal.Medium" {M = ? prop_physics=^ =JA#  b-! CBreakablePropBreakablePropTouch5 7 #X  W&  !qA< AhA =pA 0 ($ ;A Ab;A5 ?% models/props_junk/MetalBucket01a.mdl0G,?? ymD>o?/H>E|%?'>??)Eh? mDH>E)Ej  Q!‡9A'0A !mDH>E)E Q!‡9A'0A?Y CDD ???E?=? Metal.Small" {M = ? trigger_multiple=JAD  [ CTriggerMultipleMultiTouch#^  !BAB  xB  ;BAB ? *900G?D?E?`Eh? DE`E !DE`E9 L>KLqbareaportal_monastery_innerZ Open'' trigger_multiple=JAD  \ CTriggerMultipleMultiTouch#^  !BAB  xB  ;BAB ? *910G?D?E?`Eh? DE`E !DE`E9 L>KMqbareaportal_monastery_innerZ Close'( trigger_multiple=JAD  ] CTriggerMultipleMultiTouch#^ D !CBDB  nC D ;CBDB ? *920G?D?E?-Eh? DE-E !DE-E9 L>Fbareaportal_monasteryZ Open')Gabareaportal_monasteryZ Close'*K trigger_multiple=JAD  ^ CTriggerMultipleMultiTouch#trigger_exitportalopen^ dd !dBdBB  9lC dd ;dBdBB ? *930G?E?KE? /Eh? EKE /E !EKE /E9 ?Kqbrelationship_windowZ RevertRelationship',bareaportal_monasteryZ Open'+ trigger_multiple=JAD  _ CTriggerMultipleMultiTouch#^ q !qCAB  wC q ;qCAB ? *940G? E?YE?,Eh?  EYE,E ! EYE,E9 L>KGqbareaportal_monasteryZ Close'- trigger_multiple=JAD  ` CTriggerMultipleMultiTouch#^ D !ADBB  B D ;ADBB ? *950G?D?LE?,Eh? DLE,E !DLE,E9 ?Kqbrelationship_windowZ ApplyRelationship'/bareaportal_monasteryZ Close'.  func_areaportalJADP #@areaportal_monastery ?0G???h?  "    func_areaportalJADP #@areaportal_monastery ?0G???h?  "    func_areaportalJADP #@areaportal_monastery ?0G???h?  "    func_areaportalJADP #@areaportal_monastery ?0G???h?  "    func_areaportalJADP #@areaportal_monastery ?0G???h?  "   func_occluderJA #@ ?0G???h?   func_occluderJA #@ ?0G???h?    func_occluderJA #@occluder_back ?0G???h?   trigger_multiple=JAD  a CTriggerMultipleMultiTouch#trigger_occluder_manager^  !ABB  B  ;ABB ? *960G?D?E? ,Eh? DE ,E !DE ,E9 L>KCqboccluder_back Z Activate'0 trigger_multiple=JAD  b CTriggerMultipleMultiTouch#^  !ABB  B  ;ABB ? *970G?D?E? ,Eh? DE ,E !DE ,E9 L>KEqboccluder_back Z Deactivate'1  func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "    func_areaportalJADP #@areaportal_monastery_inner ?0G???h?  "   prop_physics=^ =J#  @A+x ]FadeScaleThink# Jq! CBreakablePropBreakablePropTouch5 7 ;#X @ S? !ZСAQAA B x ;ABB5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G YG?L>EQRz=iGC{w*?yȏ + h? ECyȏj  CyBS͜C !ECyȏ CyBS͜Cq ?YC ??@?E@=? WoodChunks$* Wooden.Small" {M =$:  ? r !1: r ? prop_physics=^ =zJ[#  3 @A+x ]FadeScaleThink# J! CBreakablePropBreakablePropTouch5 7 ; #X @ S? !ZСAQAA B Ҫ ;A`AA5 ?0 models/props_junk/wood_crate001a_damagedmax.mdl0G*@?xf(?#E3<(1~T?6G(?=k> + h? #ET?6Ďj  j>%Q@,C !#ET?6Ď j>%Q@,C ?YC ??@?E@=? WoodChunks$* Wooden.Small" {M =$:  ? r -1: r ? prop_physics=^ =LJ#  @A+x ]FadeScaleThink# JB! CBreakablePropBreakablePropTouch5 7 #X   ! @59A$ذA ҾA գZp ;ZAcA@!|@ 5 ?# models/props_junk/meathook001a.mdl0G= ھf?s1DWfg?R>c~.f<鿽D8Sh? s1DcD8Sj   BD0lj et?s?V>E7Ţ9;zl + h? ! EE7Ŋlj  t:'C'C !! EE7Ŋl t:'C'C0?YC@E(E ??@?E@=? WoodChunks$*wooden.medium" {M =$:  ? r HU: r ? item_ammo_357=^ =[JA  CItemItemTouch5 #f EL A6 !'L@]N@{A AIA _Y ;ABx|A 5 ? models/items/357ammo.mdl0G|2D8>E!s>9Y.EN[#gO}&Dh? 2D.E}&Dj  wFA C̖wC !2D.E}&D wFA C̖wCD? -  9B<BDD[ 6 weapon_frag=^ =)HJD# D  CBaseCombatWeaponDefaultTouch5 #f ѱ̱| !ȱ@`@C@ Z@IB [[€ ; [B B`A 5 ? models/items/grenadeAmmo.mdl0GtL>T^Y3DG}K{TEGm/?>&Dh? Y3DE&Dj  q]BlFknB !Y3DE&D q]BlFknBD? -  9B<BDD[ 6 item_healthkit=^ =GJA 4 CItemItemTouch5 #f g0 !7cA@<@ ?AIA € ; BA A 5 ? models/items/healthkit.mdl0GRR? ?)1D1>?ٴድE[ >Cl?*Dh? 1DድE*Dj  @T ;-A !1DድE*D @T ;-A?  ambient_generic=JA#  CAmbientGenericRampThink; #@csystem_sound_loop ?0G?D?f8E?\!Eh? Df8E\!E0 !Df8E\!E< <d1_town.TramRidingLoopJ @Da E@Fd ddddddd  phys_constraintsystem=JA #Bcsystem_descent ?0G?3ÊD?9E?)dEh? 3ÊD9E)dE !3ÊD9E)dE ambient_generic=JA#  CAmbientGenericRampThink; #@csystem_sound_start ?0G?D?f8E?!Eh? Df8E!E0 !Df8E!E< <d1_town.TramStopJ @Da E@Fd ddddddd func_tracktrain ͰJd#  c3ptrack_gunbolt_shellremove1#train_gunbolt_shellremove^  @ !AA@A 5A  @ ;AA@A5 ? *980G?`D? KE?>Eh?p?^? `D KE>Ej  !`D KE>E@~"CX Canister.ScrapeRough Canister.ImpactSoft <wͰA 5 ?  @ GAABn?C trigger_hurt=JA# D  d#trigger_clifffall^  @x ! D@xDB < E  @x ; D@xDB ? *990G?E? E?h? E E !E ER CtCA tC trigger_once=JAD  e CTriggerMultipleMultiTouch#trigger_clifffall_detector^  @P ! D@PDB  D @P ; D@PDB ? *1000G?E? E?Dh? E ED !E ED9 KEqbtrigger_clifffallZ Enable'2 prop_door_rotating B=^ = JA# D ! CBreakablePropBreakablePropTouch5 7 #doors_monastery^  Y !:@ =B YB oB `f:ا Y ;H@p@ YB5 ?1 models/lostcoast/props_monastery/door01_left.mdl0Gݰ rD r?ݰ"E?f+Eh? D"Ef+Ej  B !D"Ef+E B dd?Y CDD?E?=?*" {M =< H @ DoorSound.Null DoorSound.NullDoorSound.NullDoorHandles.Locked1 DoorHandles.Unlocked1@doors_monastery_leftD:1 DoorHandles.Locked13DoorHandles.Unlocked1  & ?B B 8B 44C prop_door_rotating B=^ = JA# D ! CBreakablePropBreakablePropTouch5 7 #doors_monastery_left^  Y !:@ =B YB oB L Y ; w>B@ YB5 ?1 models/lostcoast/props_monastery/door01_left.mdl0G~?+D~ E?f+Eh? +D Ef+Ej  C !+D Ef+E C dd?Y C?E?=?*" {M =< H @ DoorSound.Null DoorSound.NullDoorSound.NullDoorHandles.Locked1 DoorHandles.Unlocked1Dh:1 DoorHandles.Locked13DoorHandles.Unlocked1  & ?B C 8C P4C 4C logic_relay=JA #Brelay_bustfrontdoor ?0G?D?ÃE?+Eh? DÃE+E !DÃE+Eq bcounter_bustbackdoorZ Add1'=bsound_frontexitblastZ Kill'<bgoalassault_inside Z DeactivatepA';bmaker_soldier_roof_rappelZ EnableA':bgoalassault_inside Z BeginAssault?'9benemyfinder_trapZ TurnOn'8bphysconvert_doorsZ ConvertTargetL='7btimer_frontExitBombZ Disable'6bexpl_frontdoorZ Explode='5bshake_frontdoor Z StartShake='4bar2exp_frontdoorZ Explode='3  env_physexplosion=JA #@expl_frontdoor ?0G?@D?؀E?,Eh? @D؀E,E !@D؀E,ET<$H~doors_monastery logic_timer=JA#  #Btimer_frontExitBomb ?0G?(D?fnE?x-Eh? (DfnEx-E !(DfnEx-E[@KObsound_frontexitblast Z PlaySound'> env_shake=JA #@shake_frontdoor ?0G?᪷D?E?q1-Eh? ᪷DEq1-E !᪷DEq1-E A @$?* C  env_physexplosion=JA #@expl_frontdoor ?0G?D?؀E?,Eh? D؀E,E !D؀E,ET<$H~doors_monastery_left  ai_goal_assault=J]#  #@goalassault_inside ?0G?jD?߁E?(Eh? jD߁E(E !jD߁E(E] | npc_combine_s  @ x   Lrally_inside7 assault_rallypoint=JA #@ rally_inside ?0G.L2? ϲD.L2̂E?(Eh?  ϲD̂E(E C ! ϲD̂E(E CB(asspoint_inside_FR-crouchidle_ABc N b!activatorZ StartScripting='? assault_rallypoint=JA #@ rally_inside ?0G.L2?{D.L2 E?(Eh? {D E(E C !{D E(E CB(asspoint_inside_FL-crouchidle_ABc N b!activatorZ StartScripting='@ assault_rallypoint=JA #@ rally_inside ?0G.L2?D.L2 ݄E?(Eh? D ݄E(E C !D ݄E(E CB(asspoint_inside_RLc N b!activatorZ StartScripting='A assault_rallypoint=JA #@ rally_inside ?0G.L2?D.L2E?(Eh? DE(E C !DE(E CB(asspoint_inside_RRc N b!activatorZ StartScripting='B ambient_generic=JA#  CAmbientGenericRampThink; #@sound_frontexitblast ?0G?D?E?-*Eh? DE-*E0 !DE-*E< <lostcoast.bomb_beepJ @Da E@Fd ddddddd assault_assaultpoint=JA #@asspoint_inside_FL ?0G.L2?RxD.L23|E?(Eh? RxD3|E(E C !RxD3|E(E CO  @@ assault_assaultpoint=JA #@asspoint_inside_FR ?0G.L2?;D.L2|E?(Eh? ;D|E(E C !;D|E(E CO  @@ assault_assaultpoint=JA #@asspoint_inside_RR ?0G.L2?qťD.L2H%rE?(Eh? qťDH%rE(E C !qťDH%rE(E CO  @@ assault_assaultpoint=JA #@asspoint_inside_RL ?0G.L2?D.L2HiE?)Eh? DHiE)E C !DHiE)E CO  @@ trigger_look=JAD  f CTriggerMultipleMultiTouch3doors_monastery#trigger_lookingAtFrontDoor^ QQ !CH1DB f*D QQ ;CH1DB ? *1010G?D?\76E?@,Eh? D\76E@,E !D\76E@,E9 RKqbtimer_frontExitBomb Z RefireTime.2'Dbrelay_bustfrontdoorZ Trigger?'C y  fff?( ? trigger_once=JAD  g CTriggerMultipleMultiTouch#^  !CBB  {C ;CBB ? *1020G?D?lE?-Eh? DlE-E !DlE-E9 Kqbdoors_monastery_leftZ Lock #<'Hbdoors_monastery_leftZ Close'Gbdoors_monasteryZ Lock #<'Fbdoors_monasteryZ Close'E env_explosion=JAD  #@expl_frontdoor ?0G?D?E?*Eh? DE*E !DE*E ,d sprites/zerogxplode.sprHN  info_node_link_controller=JA #Bnodelink_backdoor0  !ABB NCB ?0G?D?LE?)Eh? DLE)E !DLE)E   info_node_link_controller=JA #Bnodelink_reargate0 @ !@BAB qDB ?0G?E?OE?*Eh? EOE*E !EOE*E  func_physbox*JA h3 CPhysBoxBreakTouch5 7 ;#X  g-0| !'g-B|B@ CB &@vؘ ;&BvBؘ?5 ? *1030G?O9f:(s= !D^XE:E q? >:(s=?Y CDD?E?=? Metal.Small " {M = ?  point_clientcommand=JA #@command ?0G?`?f?@ h? `f@ !`f@  path_corner=JA 3seagull_path_b_9#@seagull_path_b_8 ?0G?D?@C?q}OCh? D@Cq}OC !D@Cq}OC path_corner=JA 3seagull_path_b_10#@seagull_path_b_9 ?0G?C??q}OCh? Cq}OC !Cq}OC path_corner=JA 3seagull_path_b_20#@seagull_path_b_10 ?0G?0D??Ch? 0DøC !0DøC func_useableladder=JAD  #ladder_cliffsideP  !AA$C \B  ;AA$C ?0G?7D?PE?;Dh? 7DPE;D !7DPE;DP g B  prop_physics=^ =KJA#  #! CBreakablePropBreakablePropTouch5 7 2;2#X  !?AB zB @s€) ;@sB)B?5 ?& models/props_debris/wood_board05a.mdl0G|ʼ>3eD%{d?p>Ep?@=;sDh? DEsDj  f“ ҪB !DEsD f“ ҪB?YC@D@D ??@?E@=? WoodChunks$* Wooden.Large" {M = ?  point_template=JA #Bptemplate_rappel_cliffside_1 ?0G?D?`E? Eh? D`E E !D`E E rope_1_cliffsoldierrope_1_cliffstartrappel_soldier_5rope_2_cliffsoldierprope_2_cliffstart`rappel_soldier_6D)Tx  9 A@X.;?.;0??Tx  9 B@X.;0?.;)-??Tx  9 C@X5=5@?@?Tx  9 D@X.;?.;`A??Tx  9 E@X.;@?.;(\A??Tx  9 F@X5=C5@?@?>bss_cliffside_rappel_1Z BeginSequence@'Lbss_cliffside_rappel_2Z BeginSequence333@'Kbss_cliffside_rappel_2Z MoveToPosition='Jbss_cliffside_rappel_1Z MoveToPosition='I scripted_sequence=JA #@ss_cliffside_rappel_2 ?0GS<DSE?\OEh? DE\OE` 5C !DE\OE 5C 1rappel_fxrappel_soldier_6brope_2_cliffsoldierZ SetParentAttachmenteyes #<'Nbrope_2_cliffsoldier Z SetParentrappel_soldier_6'Mbrope_2_cliffsoldier Z ClearParent'Qbrope_2_cliffsoldierZ Break'Pbss_cliffside_rappel_2Z Kill='O trigger_once=JAD  i CTriggerMultipleMultiTouch#trigger_cliffrappel^  !BB C  u+C  ;BB C ? *1040G?xD?E?Dh? xDED !xDED9 KIqbrappel_template_1 Z ForceSpawn'R phys_convert=JA 3doors_monastery#Bphysconvert_doors ?0G?=2D?E?RL.Eh? =2DERL.E !=2DERL.E]  logic_collision_pair=JA #B ?0G?D?ȀE?.Eh? DȀE.E !DȀE.Edoors_monasterydoors_monastery_left path_track=JA 3ptrack_moveto_courtyardtrack_1#ptrack_moveto_courtyardtrack_0P  !AAA ׳]A ;AAA ?0G?D?`E?REh? D`ERE !D`ERE A e bgunship_aZ FlyToSpecificTrackViaPathptrack_overhead3'S path_track=JA 3ptrack_moveto_courtyardtrack_2#ptrack_moveto_courtyardtrack_1P  !AAA ׳]A ;AAA ?0G?D?E?@LEh? DE@LE !DE@LE A M bgunship_aZ ChooseNearestPathPoint'T path_track=JA 3ptrack_moveto_courtyardtrack_3#ptrack_moveto_courtyardtrack_2P  !AAA ׳]A ;AAA ?0G?:D? E?@AEh? :D E@AE !:D E@AE A M bgunship_aZ ChooseNearestPathPoint'U path_track=JA #ptrack_moveto_courtyardtrack_3P  !AAA ׳]A ;AAA ?0G?C? E?5Eh? C E5E !C E5E A M bgunship_aZ ChooseNearestPathPoint'V path_track=JA 3ptrack_moveto_rear6#ptrack_moveto_rearP  !AAA ׳]A ;AAA ?0G?D?E?AEh? DEAE !DEAE A  path_track=JA 3ptrack_moveto_rear1#ptrack_moveto_rear0P  !AAA ׳]A ;AAA ?0G?E?E?@YEh? EE@YE !EE@YE A  path_track=JA 3ptrack_moveto_rear2#ptrack_moveto_rear1P  !AAA ׳]A ;AAA ?0G?4E?@_E?@REh? 4E@_E@RE !4E@_E@RE A  path_track=JA 3ptrack_moveto_rear3#ptrack_moveto_rear2P  !AAA ׳]A ;AAA ?0G?@cE?bE?LEh? @cEbELE !@cEbELE A  path_track=JA 3ptrack_moveto_rear4#ptrack_moveto_rear3P  !AAA ׳]A ;AAA ?0G?qE? E?@AEh? qE E@AE !qE E@AE A  path_track=JA 3ptrack_moveto_rear5#ptrack_moveto_rear4P  !AAA ׳]A ;AAA ?0G?jE?E?@2Eh? jEE@2E !jEE@2E A  path_track=JA #ptrack_moveto_rear5P  !AAA ׳]A ;AAA ?0G?;E?E?Eh? ;EEE !;EEE A < b!activatorZ Kill'W path_track=JA 3ptrack_mon_moveto_rear1#ptrack_mon_moveto_rear0P  !AAA ׳]A ;AAA ?0G?C?gE?2Eh? CgE2E !CgE2E A  path_track=JA #ptrack_mon_moveto_rear1P  !AAA ׳]A ;AAA ?0G?C?E?Dh? CED !CED A < b!activatorZ Kill'X path_track=JA 3ptrack_moveto_rear0#ptrack_moveto_rear6P  !AAA ׳]A ;AAA ?0G?D?E?@TEh? DE@TE !DE@TE A  trigger_multiple=JAD  j CTriggerMultipleMultiTouch#^ D !B@DB  ϶B D ;B@DB ? *1050G?D?E?+Eh? DE+E !DE+E9 ?3btonemap_controllerZ SetAutoExposureMin.9'\btonemap_controllerZ SetBloomScale1'[btonemap_controllerZ SetAutoExposureMax4'Zbrelationship_windowZ RevertRelationship'YK trigger_multiple=JAD  k CTriggerMultipleMultiTouch#^ D !B@DB  ϶B D ;B@DB ? *1060G?D?}E?+Eh? D}E+E !D}E+E9 L>Rbrelationship_windowZ ApplyRelationship']K logic_relay=JA #Brelay_gunship_flee ?0G?C?[E?Eh? C[EE !C[EEqbptrack_surprise*Z Kill='abptrack_overhead*Z Kill='` bgunship_aZ ChooseNearestPathPoint'_ btrigger_trapZ Kill'^ env_tonemap_controller=J#  -CEnvTonemapControllerUpdateTonemapScaleBlend#@tonemap_controller ?0G?D?E?µh? DEµ !DEµ qy??C C/ fff? @ ? H  SCHED_CROW_FLY_AWAY3zSCHED_CROW_FLY_AWAYl SCHED_CROW_FLY_FAILFlyTCOND_IN_PVSCOND_NO_HEAR_DANGERCOND_NPC_FREEZECOND_IN_PVSCOND_NO_HEAR_DANGER% npc_seagull)^ uo:J#  9ICAI_BaseNPCCallNPCThink+CAI_BaseNPCNPCUse5 7 ;# seagulls^ @@ !@A@AA FA @@ ;@A@AA 5 ? models/seagull.mdl 2TC6u[l0Gv?mq>yiD}^T+?0.3E^V4?V4?C?h? yiDEC 2TC6u[lj  @lC4B !yiDEC @lC4B @$N(b!selfZ FlyAwayseagull_path_25'bi$?>7l ? z% $ M ?0 x 1tl J k +-  :  Zʚ; [] u G G B $=  ACT_FLY ACT_FLY ACT_FLY ACT_FLY M ACT_FLY PE EuU x x t  vnv >  nv > w >nv ff> =0V fJ  @?@L f((  f K  & }A +@B ACT_FLYT@AP DDq}oC | o>d? g <?ff 6  XC Bc @33s?  f"fNe3  3  D LudDC bseagull_deathZ Add1'c ,Ӽ` D Eq}oC Z?E pI@D ILDiE&C=>r@ H  SCHED_CROW_FLY_AWAY3zSCHED_CROW_FLY_AWAYl SCHED_CROW_FLY_FAILFlyTCOND_IN_PVSCOND_NO_HEAR_DANGERCOND_NPC_FREEZECOND_IN_PVSCOND_NO_HEAR_DANGER& npc_seagull@ ^ o:J#  0ICAI_BaseNPCCallNPCThink+CAI_BaseNPCNPCUse5 7 ;# seagulls^ @@ !@A@AA FA @@ ;@A@AA 5 ?{ models/seagull.mdl X(C C+A0GD?оE"??\?Y7DJ=u4u4?uC?h? EY7DuC X(C C+Aj  ѽCsB4 !EY7DuC ѽCsB4 @$N(b!selfZ FlyAwayseagull_path_21'di$?=7l ? z% $ M ?0 x 1tl J k +-  :  Zʚ; []  G G B @=  ACT_FLY ACT_FLY ACT_FLY ACT_FLY M ACT_FLY PE EU x x '&  =nv >  @a>nv > w @>nv ff> =0V fJ  @?@L f((  f K  & }A +@B ACT_FLYT@AP EDC | o>U==b? g )>?ff 6  :C Bc = @33s?  "fNe3   D dDC bseagull_deathZ Add1'e `  E@DC k.?:?1= p@D IDmDC=p>r @ npc_template_maker=JA #@npcmaker_fisherman ?0Go5}? D5}o,E?]ܼh?  D,E]ܼ C ! D,E]ܼ C  @Rz j  tbrelay_FixupFishermanHierarchyZ Trigger'f Efisherman C "origin" "643 2764 -24" "additionalequipment" "weapon_oldmanharpoon" "targetname" "fisherman" "physdamagescale" "0" "spawnflags" "6148" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 270 0" "classname" "npc_fisherman" } H  SCHED_CROW_FLY_AWAY3zSCHED_CROW_FLY_AWAYl SCHED_CROW_FLY_FAILFlyTCOND_IN_PVSCOND_NO_HEAR_DANGERCOND_NPC_FREEZECOND_IN_PVSCOND_NO_HEAR_DANGER% npc_seagull^ 8o:J#  LICAI_BaseNPCCallNPCThink+CAI_BaseNPCNPCUse5 7 ;# seagulls^ @@ !@A@AA FA @@ ;@A@AA 5 ? models/seagull.mdl PC]|(zA0G"r?Z\>!5>BKE+'?K/?fKcD=Ǐ4Ǐ4?R~C?h? BKEfKcDR~C PC]|(zAj  \C'C4 !BKEfKcDR~C \C'C4 @$P(b!selfZ FlyAwayseagull_path_b_44'ji$?(|?7l ? z% $ M ?0 x 1tl J k +-  :  Zʚ; [] 8 G G QB a=  ACT_FLY ACT_FLY ACT_FLY ACT_FLY M ACT_FLY PE E8U x x '$  o:nv >  nv > w >nv ff> =0V fJ  @?@L f((  f K  & }A +@B ACT_FLYT@AP pEDC | o??s#? g 8=?ff 6  &+B Bc G @33s?  R"fNe3   D e8dDC bseagull_deathZ Add1'k  ` `EpDC |?ߙ>B= $@D I GEtxDSC=0>r@ H  SCHED_CROW_FLY_AWAY3zSCHED_CROW_FLY_AWAYl SCHED_CROW_FLY_FAILFlyCOND_IN_PVSCOND_SEE_ENEMYCOND_HAVE_ENEMY_LOSCOND_ENEMY_TOO_FARCOND_BEHIND_ENEMYCOND_NO_HEAR_DANGERCOND_NPC_FREEZECOND_IN_PVSCOND_SEE_ENEMYCOND_HAVE_ENEMY_LOSCOND_ENEMY_TOO_FARCOND_BEHIND_ENEMYCOND_NO_HEAR_DANGER& npc_seagullG^ @o:J#  =CAI_BaseNPCCallNPCThink+CAI_BaseNPCNPCUse5 7 ;# seagulls^ @@ !@A@AA FA @@ ;@A@AA 5 ?᪽ models/seagull.mdl j9Jð@eB0GŔ%$m?Yu>AEwk +F>D"b>s(Ջs??zC?h? AED?zC j9Jð@eBj   sC||C !AED?zC  sC||C @$P(b!selfZ FlyAwayseagull_path_b_20'li$?`O?7l ? z% $ M ?0 x 1tl J k 0-  : R Zʚ; [] @ G G NB $<  ACT_FLY ACT_FLY ACT_FLY ACT_FLY M ACT_FLY PE E@U x x &$  8nv >  Mnv > w vnv ff>r N0V fJ  @?@L ((  f K  & }A +@B ACT_FLYT@AP HEpDC | o+"B?*}h? g o:?ff 6  ,ǧC Bc ‰ @33s?  Ӎ6@"fNe3  Q  D:F4 D d@dDC bseagull_deathZ Add1'm$  r$  r =EF` @EDC fek?> 0@D IBEDNC=03?r@  logic_choreographed_scene=JA #Blcs_fisherman_intro ?0G?(D?/E?X9@h? (D/EX9@ !(D/EX9@ %%scenes/lostcoast/fisherman_intro.vcd TLK_RESUME fisherman u<x x tKm rB> blead_to_gate Z Activate'o ai_goal_lead=J]#  #@ lead_to_gate ?0G?,D?1E?y@h? ,D1Ey@ !,D1Ey@]  | fishermanGmark_fisherman_gateLead02@ x x t&QCBH weapon_rpg=^ =J# D w CBaseCombatWeaponDefaultTouch5 #f w5}Y !܌(Bq7@&ˑA MAIB "' ;pFBwBB 5 ?% models/weapons/w_rocket_launcher.mdl0GA&?a<"BID<%;>a Et?>%w?x9>LDh? IDELDj  ,إA0B !IDELD ,إA0B? -  9C<CEE[ G6, prop_physics=^ =JA#  ! CBreakablePropBreakablePropTouch5 7 #X R[ !AڛQA@ `A vx ;TtA&zAA 5 ?& models/props_junk/plasticcrate01a.mdl0G 3?6?)i8E6?j2<`E1e C=`&#Eh? EE&#Ej  J@Q6BE1C !EE&#E J@Q6BE1C ?Y C ???E?=?Plastic.Small" {M = ? prop_physics=^ =3JA#  ! CBreakablePropBreakablePropTouch5 7 #X R[ !AڛQA@ `A ws ;xA4tAA 5 ?& models/props_junk/plasticcrate01a.mdl0Gθ!rF?B麅D,F?jw!?hz].LE'or #Eh? D.LEr #Ej  Ѡ@l7C 6C !D.LEr #E Ѡ@l7C 6C ?Y C ???E?=?Plastic.Small" {M = ?  info_player_start=JA #@ ?0G?qD?=@E?+(Eh? qD=@E+(E !qD=@E+(E func_occluderJA #@ ?0G???h?   func_brush =JA m#X @!o !CoCC C @!o ;CoCC5 ? *1080G?D?YE? 9Eh? DYE 9Ej  !DYE 9E5 func_physboxSJA n CPhysBoxBreakTouch5 7 ;#X B c !?B cA@ 1B NJp ;KBJAp ?5 ? *1090G?y|D9?),E<6L9?Eh? |D),EEj  ٹz<&< !|D),EE ٹz<&<p   MWooden.HugeM ?@?E@=? WoodChunks$ Wooden.Huge xWoodChunks  func_physboxSJA o CPhysBoxBreakTouch5 7 2;2#X ?€# !CB`#A@ ΋B ׆ ;نBA@5 ? *1100G?SD;?N:-E;= )Q/?WEh? SD-EWEj  D}Ng> C !SD-EWE D}Ng> Cp   MWooden.LargeM ?@?E@=? WoodChunks$ Wooden.Large xWoodChunks  func_physboxSJA p CPhysBoxBreakTouch5 7 2;2#X h !BhA@ 'B pQp ;BQAp ?5 ? *1110G?vO9wDv:?(3hW/EO%3?Eh? wDhW/EEj  :^?\&E=-;Ǡ~?Ch? D&ECj  ֽՓAK> !D&EC ֽՓAK>?Y C ???E?=? Metal.Medium" {M = ?G bcrabpots_counterZ Add1'p prop_physics=^ =JA#  ;! CBreakablePropBreakablePropTouch5 7 ;#X   !@@ A ,A < ;qȻFph? |GD EFpj  0_BV&lϵB !|GD EFp 0_BV&lϵB?Y C ???E?==} glass glass.Small" {M = ? prop_physics=^ =qJA#  yA+x ]FadeScaleThink# J,x ]PROP_CLEARFLAGS# J! CBreakablePropBreakablePropTouch5 7 #X mDJD !DA/CADA ƖA cWdB ;fAA`>5 ?- models/lostcoast/props_wasteland/crabpot.mdl0GAG':@%NF'A?+;M]E㡻;e + h? @%M]Ej  T> 3 <3C !@%M]E T> 3 <3C?Y C ???E?=? Metal.Medium" {M = r Ge ?  env_sun=JA #@ ?0G:;?p.?Dp.:;?iE?>Eh? DiE>E C !DiE>E Cp a8j+?1>   trigger_waterydeath=JAD  q#^   !CEC  JE  ;CEC ? *1120G?pE?p?h? pEp !pEp  trigger_waterydeath=JAD  r#^  H ! DHEC  zWE H ; DHEC ? *1130G?H?E?h? HE !HE  trigger_waterydeath=JAD  s#^ @x !@xD`EC  ,E @x ;@xD`EC ? *1140G???h?  !  phys_convert=JA 3doors_monastery_left#Bphysconvert_doors ?0G?D?E?RL.Eh? DERL.E !DERL.E] trigger_once=JAD  t CTriggerMultipleMultiTouch#trigger_cliffsidesave^ ) !)CBB oKC ) ;)CBB ? *1150G?vD?E?Dh? vDED !vDED9 RK:q bautosaveZ Save'r math_counter=JA #Bcounter_cliffsidesave ?0G?-dD?SE? Dh? -dDSE D !-dDSE D=@$ @I?btrigger_cliffsidesaveZ Enable's aiscripted_schedule=J#  CAI_ScriptedScheduleScriptThink#@soldier_cliff_enticement_walk ?0G?dD?E?Dh? dDED !dDEDyxsoldier_cliff_enticement  soldier_cliff_enticement_walk  logic_relay=JA #Brelay_cliff_enticement_start ?0G?}D?E?3CDh? }DE3CD !}DE3CDqbsoldier_cliff_enticementZ Wake'ubsoldier_cliff_enticement_walkZ StartSchedule='t trigger_once=JAD  u CTriggerMultipleMultiTouch#^  !BAB  \C  ;BAB ? *1160G?`D?@E?Dh? `D@ED !`D@ED9 Kqbrelay_cliff_enticement_startZ Trigger='wbrelay_cliff_enticement_startZ CancelPending'v func_brush=JAD0 v#brush_rearwall_playerclip^ d@ !dB@@B B d@ ;dB@@B5 ? *1170G?E?@?E?@/Eh? E@?E@/Ej  !E@?E@/E5[ trigger_once=JAD  w CTriggerMultipleMultiTouch#^ /> !@J:CpAB  oGC /> ;@J:CpAB ? *1180G?D?59E?-Eh? D59E-E !D59E-E9 KMqbbrush_rearwall_playerclipZ Enable'x trigger_multiple=JAD  x CTriggerMultipleMultiTouch#^ ! !B!CC  aC ! ;B!CC ? *1190G?D?E?`Eh? DE`E !DE`E9 L>btonemap_controllerZ SetAutoExposureMin2'}btonemap_controllerZ SetBloomScale1.5'{btonemap_controllerZ SetAutoExposureMax6'yabtonemap_controllerZ SetAutoExposureMin.9'~btonemap_controllerZ SetBloomScale1'|btonemap_controllerZ SetAutoExposureMax2'zK trigger_multiple=JAD  y CTriggerMultipleMultiTouch#^ D !B@DB  ϶B D ;B@DB ? *1200G?D?E?+Eh? DE+E !DE+E9 L>&btonemap_controllerZ SetAutoExposureMin1'btonemap_controllerZ SetBloomScale1.5'bambient_music Z PlaySound'btonemap_controllerZ SetAutoExposureMax10'K trigger_waterydeath=JAD  z#^  @ ! D@DC  vD @ ; D@DC ? *1210G?D? ?h? D  !D    func_areaportalJADP #@areaportal_fisherman ?0G???h?  "    func_areaportalJADP #@areaportal_fisherman ?0G???h?  "   trigger_multiple=J# D  { CTriggerMultipleMultiTouch#^  !DDC  E  ;DDC ? *1220G?D?PiE?@Ch? DPiE@C !DPiE@C9 ?m rKFqbareaportal_fishermanZ Open' trigger_multiple=J# D  | CTriggerMultipleMultiTouch#^  !B@B  ~vC ;B@B ? *1230G?,D?@E?@8Dh? ,D@E@8D !,D@E@8D9 ?m rKGqbareaportal_fishermanZ Close'  point_clientcommand=JA #@clientcommand ?0G? D?{T E?-h?  D{T E- ! D{T E-  func_areaportalJADP #@areaportal_fisherman ?0G???h?  "    func_areaportalJADP #@areaportal_fisherman ?0G???h?  "   ambient_generic=JA#  CAmbientGenericRampThink; #@ambient_music ?0G?hD?i{E?$)Eh? hDi{E$)E0 !hDi{E$)E< <lostcoast.church_music0J @Da E@Fd ddddddd npc_template_maker=JA CBaseEntitySUB_DoNothing#@npcmaker_fisherman_post ?0G?[6D?8E?ёAh? [6D8EёA ![6D8EёA   @R Efisherman C "origin" "643 2764 -24" "additionalequipment" "weapon_oldmanharpoon" "targetname" "fisherman" "physdamagescale" "0" "spawnflags" "6148" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 270 0" "classname" "npc_fisherman" } trigger_once=JAD  } CTriggerMultipleMultiTouch#trigger_scafoldingsave^ @h !@@hBA  B @h ;@@hBA ? *1240G?D?.E?p!Eh? D.Ep!E !D.Ep!E9 K:q bautosaveZ Save'  func_areaportalJADP #@areaportal_fisherman ?0G???h?  "   item_ammo_smg1=^ =åJA 3 CItemItemTouch5 #f Xw !X@wA%YA *YAIA f  ;@ B@BA 5 ? models/items/boxmrounds.mdl0GS?%w"D~?>S?FWEǀ<&uq?)Eh? "DWE)Ej  ߖfcBC !"DWE)E ߖfcBC?  func_breakable=JA ~7 2;2#breakable_rearblockX d@ !dB@@B *vB d@ ;dB@@B5 ? *1250G?E?`OE?,Eh? E`OE,Ej  !E`OE,Ep   MWooden.LargeM ?@?E@=? WoodChunks$ Wooden.Large xWoodChunks  env_soundscape=JA #@ ?0G?R(*D?E?т(Dh? R(*DEт(D !R(*DEт(D  D3 coast_lostcoast.cliffsidewave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r ?  env_soundscape=JA #@ ?0G?D?@E?$Eh? D@E$E !D@E$E  D83 coast_lostcoast.general_oldwoodbuilding_with_windchimeswave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r ?  env_soundscape=JA #@ ?0G?@D?E?D *Ch? @DED *C !@DED *C  D"3 coast_lostcoast.general_shorelinewave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r P~?  env_soundscape=JA #@ ?0G?D?E?Eh? DEE !DEE  D3 coast_lostcoast.cliffsidewave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r `?  env_soundscape=JA #@ ?0G?E?#E?*Eh? E#E*E !E#E*E  D3 coast_lostcoast.cliffsidewave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r '>  env_soundscape=JA #@ ?0G?E?_E?*Eh? E_E*E !E_E*E  D83 coast_lostcoast.general_oldwoodbuilding_with_windchimeswave_crash_01pwave_crash_02wave_crash_03wave_crash_04wave_crash_05x x r @ func_brush =JA #X @3k !@3DkCC =QD @3k ;@3DkCC5 ? *1260G?D? 1E?*Eh? D 1E*Ej  !D 1E*E5 trigger_multiple=JAD   CTriggerMultipleMultiTouch#^ $ !@$BB  B $ ;@$BB ? *1270G?D?LE?,Eh? DLE,E !DLE,E9 L>btonemap_controllerZ SetAutoExposureMin1'btonemap_controllerZ SetBloomScale1.5'btonemap_controllerZ SetAutoExposureMax10'K trigger_multiple=JAD   CTriggerMultipleMultiTouch#^ $ !@$BB  صB $ ;@$BB ? *1280G?D?LE?-Eh? DLE-E !DLE-E9 ?btonemap_controllerZ SetAutoExposureMin.9'btonemap_controllerZ SetBloomScale1'btonemap_controllerZ SetAutoExposureMax4'K weapon_ar2Q^ (Q2PJ&# D  CBaseCombatWeaponSetPickupTouch CBaseCombatWeaponDefaultTouch5 # soldier_cliff_enticement_weaponf V !pAJp@)nTA AIB ?Z++€ ;p{B%B7A 5 ? models/weapons/w_irifle.mdl0G>>U&>%&?!]D%Fc=HBEq-f{QY=ʐD?h? !]DEʐDj @ >A C !!]DEʐD >A C&i >7l ? "==-  9B<CED 6 point_commentary_node^ g=J# D CPointCommentaryNodeSpinThink# comm_node_1^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G?ND?qLE??'h? NDqLE?' !NDqLE?'i?P>7l ?%s#lostcoast\commentary\comm_intro.wav+A#lostcoast\commentary\comm_intro_nohdr.wav Gabe Newell point_commentary_node{^ =J# D KA6x ]CommentaryUpdateViewThink# JCPointCommentaryNodeSpinThink# comm_node_2^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G?0cD?LjE?Dh? 0cDLjED !0cDLjEDi?6|??7l ?;>mat_show_ab_hdr 1;crosshair 0;mat_show_ab_hdr_hudelement 1;mat_show_ab_hdr 0;crosshair 1;mat_show_ab_hdr_hudelement 0#s#lostcoast\commentary\comm_hdr.wavcomm_node_2_viewtarget`V comm_node_2_viewposition _ b ٯDDE7@ SZaA|(C c@ Czi Gary McTaggart info_target=JA #@comm_node_2_viewposition ?0G?ٯD?DE?7@h? ٯDDE7@ !ٯDDE7@ info_target=JA #@comm_node_2_viewtarget ?0G?ApD?"+E?Ih? ApD"+EI !ApD"+EI point_commentary_node^ 3=J# D ;A&x ]CommentaryUpdateViewThinkCPointCommentaryNodeSpinThink# comm_node_3^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G?D?>.E?^yAh? D>.E^yA !D>.E^yAi?>7l ?%s#lostcoast\commentary\comm_beach.wavz  Viktor Antonov point_commentary_nodeɟ^ =Ɵ=J# D ;A&x ]CommentaryUpdateViewThinkCPointCommentaryNodeSpinThink# comm_node_4^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.;D?.;~?[Ah? D~ĸ[A B !D~ĸ[A Bi@@M?7l ?(s#lostcoast\commentary\comm_shipnode.wavzƥ Robin Walker point_commentary_node^ (،=J# D ;A&x ]CommentaryUpdateViewThinkCPointCommentaryNodeSpinThink# comm_node_5^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.;#D?.;4%E??h? #D4%E? B !#D4%E? Bi?/??7l ? >ai_disable ai_disable)s#lostcoast\commentary\comm_character.wavz Randy Lundeen point_commentary_node֧^ z=J# D KA6x ]CommentaryUpdateViewThink# JCPointCommentaryNodeSpinThink# comm_node_6^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.;6D?.;J YE?jAh? 6DJ YEjA B !6DJ YEjA Bi?5+>7l ?/>mat_showwatertextures 1;crosshair 0;ai_disable/mat_showwatertextures 0;crosshair 1;ai_disable%s#lostcoast\commentary\comm_water.wavcomm_node_6_viewtargetfV comm_node_6_viewposition e b 9D[TEcXeB S{AB cbAoCz Gary McTaggart info_target=JA #@comm_node_6_viewposition ?0G?9D?[TE?cXeBh? 9D[TEcXeB !9D[TEcXeB info_target=JA #@comm_node_6_viewtarget ?0G?оC?']E? h? оC']E  !оC']E  point_commentary_node ^ =J# D CPointCommentaryNodeSpinThink# comm_node_7^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.;[UD?.;INE?Dh? 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D E@E B !D E@E Bi?7l ?$s#lostcoast\commentary\comm_tone.wav Chris Green h bcomm_clientcommandZ commandmat_show_histogram 1(B'`L bcomm_clientcommandZ commandmat_show_histogram 0'  point_clientcommandJA #@comm_clientcommand ?0G???h? point_commentary_node=^ ==J# D CPointCommentaryNodeSpinThink# comm_node_10^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G?p}D?&E?/ *Eh? p}D&E/ *E !p}D&E/ *Ei?7l ? >ai_disable;crosshair 0;ai_disable;crosshair 1;&s#lostcoast\commentary\comm_shader.wavcomm_node_10_viewtargetmV comm_node_10_viewposition l Chris Green  info_target=JA #@comm_node_10_viewposition ?0G?-D?hE?-Eh? -DhE-E !-DhE-E info_target=JA #@comm_node_10_viewtarget ?0G?-D?yE?,Eh? -DyE,E !-DyE,E point_commentary_node=^ ==J# D CPointCommentaryNodeSpinThink# comm_node_11^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.;·D?.;sE?S*Eh? ·DsES*E B !·DsES*E Bi?7l ? >ai_disable ai_disable+s#lostcoast\commentary\comm_monastery01.wav Viktor Antonov  point_commentary_node=^ ==J# D CPointCommentaryNodeSpinThink# comm_node_12^  !AAA ׳A ;AAA ? models/extras/info_speech.mdl0G.; DD?.;ZE?+Eh?  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Eq1E/E 0=RC  P St m_pPhysicsObject !V models/items/item_item_crate.mdlUln wood pA Nr?s??&'m F?? @&EBQE E 0!4<c=  P Tt m_pPhysicsObject !V models/items/item_item_crate.mdl@wUln wood pA Nr?s??&'m F?? )ETE E 0=_=  P Ut m_pPhysicsObject !V models/items/item_item_crate.mdlfUln wood pA Nr?s??&'m F?? Cb%E8!E>$E 0)f4C  P Vt m_pPhysicsObject !V models/items/item_item_crate.mdlwUln wood pA Nr?s??&'m F?? JDL`E4E 0C-$>t9  P Wt m_pPhysicsObject !V models/items/item_item_crate.mdlfUln wood pA Nr?s??&'m F?? ;D.E/E 09l5C  P Xt m_pPhysicsObject !V models/items/item_item_crate.mdl@Uln wood pA Nr?s??&'m F?? D7  P Yt m_pPhysicsObject !V models/items/item_item_crate.mdlzUln wood pA Nr?s??&'m F?? ʛD3;E*E 0kf$6  P Zt m_pPhysicsObject !V models/items/item_item_crate.mdl`fUln wood pA Nr?s??&'m F?? }DF0E(E 0 =T6O:C  P [t m_pPhysicsObject !V models/items/item_item_crate.mdl0Uln wood pA Nr?s??&'m F?? ]DZE?E 0~9Pl;}<  P \t m_pPhysicsObject $V models/weapons/w_missile_closed.mdl)Uln metal ӱ? N\Q;l9=l9=&'m 9rC?? OAE:Ej'(E 0|?BC  P ]t m_pPhysicsObject $V models/weapons/w_missile_closed.mdlpUln metal ӱ? N\Q;l9=l9=&'m 9rC?? D)E8(E 0C}C  P ^t m_pPhysicsObject $V models/weapons/w_missile_closed.mdl@Uln metal ӱ? N\Q;l9=l9=&'m 9rC?? Do*E(E 0]>*Bb6C  P _t m_pPhysicsObject $V models/weapons/w_missile_closed.mdl`Uln metal ӱ? N\Q;l9=l9=&'m 9rC?? PbDD@E$*E 0]7>hBC  P `t m_pPhysicsObject $V models/weapons/w_missile_closed.mdlUln metal ӱ? N\Q;l9=l9=&'m 9rC?? :E6Ec'(E 0z ?CC  P at m_pPhysicsObject $V models/weapons/w_missile_closed.mdl wUln metal ӱ? N\Q;l9=l9=&'m 9rC?? ̑E 8Es'(E 0_?CC  P bt m_pPhysicsObject $V models/weapons/w_missile_closed.mdl@Uln metal ӱ? N\Q;l9=l9=&'m 9rC?? Dd@E$*E 0>Bw<>]>&'m '?E?? DVvEzD 00a):%i'pA  P t m_pPhysicsObject <V models/lostcoast/props_wasteland/cliff_stairs_support03.mdl@Ul wood HC N&C~eBDC&'m rrF?? vDED 0`4B@C  P t m_pPhysicsObject <V models/lostcoast/props_wasteland/cliff_stairs_support03.mdl0iUl wood HC N&C~eBDC&'m rrF?? ~DE D 0KYv@iBsC  P t m_pPhysicsObject <V models/lostcoast/props_wasteland/cliff_stairs_support03.mdlpUl wood HC N&C~eBDC&'m rrF?? DED 0aC@C  P t m_pPhysicsObject &V models/props_junk/wood_pallet001a.mdlxUln wood A N@^@ A&'m V9F?? CD/EѥSD 0:@½?  P t m_pPhysicsObject V *82U n wood 8?D ND`vDLC==&'m G DLE-E 0$6  P t m_pPhysicsObject V *83rn@rUn$MATERIAL_INDEX_SHADOW PCG N ] ] ]=B&m F??a H E0IE&E 0$6  , === CCRICFC B ' ImetalP   JH E0IE&E n73 E|)E 0e_ (@D;  P t m_pPhysicsObject %V models/props_junk/MetalBucket01a.mdlUln metal A NF>e@>=&'m ږ%E?? mDH>E)E 0Q!„9A'0A  P t m_pPhysicsObject 0V models/props_junk/wood_crate001a_damagedmax.mdlPoUln wood_crate A N<@@@?@&'m DtG?? ECyȏ 0CyBS͜C  P t m_pPhysicsObject 0V models/props_junk/wood_crate001a_damagedmax.mdlUln wood_crate A N<@@@?@&'m DtG?? #ET?6Ď 0j>%Q@,C  P t m_pPhysicsObject #V models/props_junk/meathook001a.mdl{Uln metal A NRQ@OuQ@@m>&'m D?? s1DcD8S 0 BE0ƉK:>&'m mާD?? 1DድE*D 0@T ;-A  P t m_pPhysicsObject V *98rn@SUn$MATERIAL_INDEX_SHADOW PCG NE ^E ^E ^=B&m IF??a `D KE>E 0$6  , === 6?=?> =A ' ImetalP   J`D KE>E n73 s=  P t m_pPhysicsObject &V models/props_debris/wood_board05a.mdlTUln wood ;B N%Bj%BQ;@&'m E?? DEsD 0f’ҪB  P #t m_pPhysicsObjectP $t m_pPhysicsObjectP &t m_pPhysicsObjectP 't m_pPhysicsObjectP *t m_pPhysicsObject %V models/weapons/w_rocket_launcher.mdlUln weapon A N0>??&'m  E?? IDELD 0,إA0B  P +t m_pPhysicsObject &V models/props_junk/plasticcrate01a.mdlWUln plastic A Nu?.>uO?&'m xD?? EE&#E 0N@Q6BE1C  P ,t m_pPhysicsObject &V models/props_junk/plasticcrate01a.mdl0Uln plastic A Nu?.>uO?&'m xD?? D.LEr #E 0Ѡ@l7C 6C  P /t m_pPhysicsObject V *108rnUn$MATERIAL_INDEX_SHADOW PCG N1zZ1zZ1zZ=B&m DNH??a DYE9E 0%԰*z1'$6  , === F{F4F %D ' ImetalP   JDYE 9E n73 CBOB==&'m 1P9E?? |D),EE 0ٹz<<  P 1t m_pPhysicsObject V *110Uln wood MԹA N?A A==&'m  D?? SD-EWE 0D}Ng> C  P 2t m_pPhysicsObject V *111Uln wood S !B N2@BB==&'m `[E?? wDhW/EE 0:  P 5t m_pPhysicsObject 0V ./models/props_junk/garbage_glassbottle003a.mdlUln glassbottle ? N7(<7(<P:&'m OC?? |GD EFp 00_BV&lϵB  P 6t m_pPhysicsObject -V models/lostcoast/props_wasteland/crabpot.mdlcUln metal B N/?c?a=?&'m E?? @%M]E 0U> 3 <3C  P At m_pPhysicsObject V *117d`Un$MATERIAL_INDEX_SHADOW PCG Ny `Zy `Zy `Z=B&m G??a E@?E@/E 0$6  , === hEEBF 7FE 'P   JE@?E@/E n73 ;˘<1< #< #<&'m `?C?? DaE܂ 0AuB B  /P t m_ragdoll.list[13].pObject V models/combine_soldier.mdl Uln flesh @ N=`D== #< #<&'m J\C?? D״E|% 0aBB@  / P t m_pPhysicsObject V models/combine_soldier.mdljUln flesh /A N~I>su>IN> #< #<&'m D?? nDRLE 0ɍoAk.C  P t m_ragdoll.list[1].pObject V models/combine_soldier.mdlUln flesh yA N`?:A? @? #< #<&'m s6E?? DEօ 0BC  /P t m_ragdoll.list[8].pObject V models/combine_soldier.mdlPUln flesh @ Nz==]> #< #<&'m ~DD?? WDdIE 0[sڍBBA  /P t m_ragdoll.list[10].pObject V models/combine_soldier.mdl Uln flesh H@ N=׆=p= #< #<&'m @SD?? lաDxEе 0Nk`ΕC  / P t m_ragdoll.list[3].pObject V models/combine_soldier.mdlPUln flesh A@ N\p<!E=[G= #< #<&'m jC?? D1E` 0khABkB[A  /P t m_ragdoll.list[12].pObject V models/combine_soldier.mdl АUln flesh RA NAP=<>{B> #< #<&'m D?? "D>zE`T 0CG&A  / P t m_ragdoll.list[9].pObject V models/combine_soldier.mdl Uln flesh A NIR==>B> #< #<&'m bD?? yDJдE 0OC|?  / P t m_ragdoll.list[2].pObject V models/combine_soldier.mdlgUln flesh @@ Nho<]A=C= #< #<&'m xC?? lD*E$ 0+Cn{A  /P t m_ragdoll.list[11].pObject V models/combine_soldier.mdl kUln flesh "@ NOt= *=k/> #< #<&'m S@D?? i DDOE= 07A+A@  / P t m_ragdoll.list[4].pObject V models/combine_soldier.mdljUln flesh Kr@ N=;Z6>&'m vgC?? K$AE` 0*@uBfC  P t m_pPhysicsObject V models/weapons/w_smg1.mdlUln weapon A N e=>a>&'m !C?? w~DFE 0^? C1xC  P t m_pPhysicsObjectP t m_pPhysicsObjectP t m_pPhysicsObject V models/weapons/w_smg1.mdl0hUln weapon A N e=>a>&'m !C?? DQED 0C1%eB  P W t m_pMachine -)fv{  @@P  t m_pMachine ($W{  @@P t m_ragdoll.pGroup %!Xv  @@P qt m_pConstraint }T Q {  DtE JEp=BQC! 9 ???vP Pt m_pConstraint T fQ s D9E&ED ;E!E zBp'BYAE ?! 9 ???vP t m_pConstraint  :S Q 02 ?D?`GE?7E <?! 9 ???vP it m_pConstraint }"S Q pe  DlE JExIۻBQC! 9 ???vP Tt m_pConstraint T fQ s D`8E&E`D6E!E BB2YAzE ?! 9 ???vP Ut m_pConstraint S fQ s D`8E&ED5E!E Q\/YAE ?! 9 ???vP t m_pConstraint }@T Q   D LE bE3.iCQC! 9 ???vP Vt m_pConstraint @xT fQ s D9E&ED ;E!E 0\(BA>NE ?! 9 ???vP st m_pConstraint T Q  YD mE"}A ?! 9 ???v  zDP t m_pConstraint } S Q   DcE JE`^ж<BQC! 9 ???vP mt m_pConstraint }?T Q 0x  DlE JE*$Y/<BQC! 9 ???vP rt m_pConstraint S Q  @BD mE"}A ?! 9 ???v  zDP t m_ragdoll.list[2].pConstraint 62 $S XQ g[! 9 ???v0FZ?ww?FZ??0H`CQ=hB%ARoZ ?%tu<1C?{)   d{ HB L>   { A L>   v{ vB L>vP t m_ragdoll.list[4].pConstraint  T XQ jP FD EA >ߨ=ik?! 9 ???v   { @ L>P t m_ragdoll.list[3].pConstraint 62 T XQ P[! 9 ???v0FZ?ww?FZ??0H|CQ=CB%?AaoY <߰?p%?ewQC?)@   d{ HB L>   { B L>   v{ vB L>vP t m_ragdoll.list[13].pConstraint 62S XQ А[! 9 ???v0\|?1>1\|??0H:>`?s;3AՓ`z>II= &=u?ľ   ?{ ? L>   { A L>   { A L>vP t m_ragdoll.list[11].pConstraint 62T XQ kj[! 9 ???v0e6?w>>FZ?^>K yU?0H;?*x@   { B L>   v{ vB L>vP t m_ragdoll.list[12].pConstraint  T XQ Аk "D=zE S MW>!+Fz?! 9 ???v   { B L>P t m_ragdoll.list[1].pConstraint 62T XQ j[! 9 ???v0y?Y]>Y]y??0H4?6n?y<u-Ayn?45n   @{ @B L>   { A L>   { B L>vP t m_ragdoll.list[5].pConstraint 62 cS XQ mj[! 9 ???v0Z~?=罺Z~??0HHL~?>ٽ5=7A3=c,4==~?hwŷ   { B L>   {  L>   }{ }B L>vP t m_ragdoll.list[10].pConstraint 62T XQ [! 9 ???v0%0}?Z[>Z[%0}??0Hk}{?]?>4 rA]?>k}{@z)@ 31aC6N   { A L>   { A L>   { A L>vP t m_ragdoll.list[7].pConstraint .*@%S XQ @gi[! 9 ???v0Z~?=罺Z~??0HSL~?:ڽf27A3=:?nٽԊ~V;6   { B L>  {   }{ }B L>vP t m_ragdoll.list[6].pConstraint S XQ ig DZE݂ A?PI?! 9 ???v   { @ L>P t m_ragdoll.list[9].pConstraint T XQ P |yDFдE > -Iq?! 9 ???v   @{ B L>P t m_ragdoll.list[8].pConstraint 62S XQ Pj[! 9 ???v0 4?x U\f>W?!֗K ?yU?0HG\9?*x TBT=N33CTaN4<6   { A L>   &{ &B L>   { B L>vP t m_ragdoll.list[14].pConstraint .* T XQ [! 9 ???v0\|?1>1\|??0H>`?)k3A`@3>/^ڴ&=?m*4  {   { A L>   { A L>v player_squad< scricombinesquad_1 x j r fn ? pB DzEA > ^n ? pB  > n ? pB  > n ? pB  > n ? pB  > n ? pB  > [n ? pB  > \n ? pB  > #n ? pB  > ^$n ? pB  > ^ &n ? pB  > ^'n \ ~  8:}}5E@ eDZGDT#Bj r@8R\bP8cR R\? pB VeE2y > ^tn ? pB  > n ? pB WDp/D6C^n ? pB WDp/D6C^Gf "origin" "339.595 3328.3 2286.26" "target" "ptrack_surprise3" "sleepstate" "3" "targetname" "gunship_a" "physdamagescale" "1.0" "spawnflags" "14372" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combinegunship" }4gunship_a "origin" "339.595 3328.3 2286.26" "target" "ptrack_surprise3" "sleepstate" "3" "targetname" "gunship_a" "physdamagescale" "1.0" "spawnflags" "14372" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combinegunship" }f "origin" "1408 3928 3352" "squadname" "combine" "targetname" "csoldier_trap_roof_rappel" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "1" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" "OnDeath" "counter_soldier_roof_rappel,Subtract,1,0,-1" }csoldier_trap_roof_rappel "origin" "1408 3928 3352" "squadname" "combine" "targetname" "csoldier_trap_roof_rappel" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "1" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" "OnDeath" "counter_soldier_roof_rappel,Subtract,1,0,-1" }f "origin" "2072 4192 3072" "squadname" "combine" "targetname" "csoldier_trap_courtyard" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" "OnDeath" "counter_soldier_trap_a,Subtract,1,0,-1" "OnUser1" "maker_rope,ForceSpawn,,0,-1" }csoldier_trap_courtyard "origin" "2072 4192 3072" "squadname" "combine" "targetname" "csoldier_trap_courtyard" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" "OnDeath" "counter_soldier_trap_a,Subtract,1,0,-1" "OnUser1" "maker_rope,ForceSpawn,,0,-1" }fN "origin" "1184 4160 3072" "squadname" "combine" "targetname" "csoldier_trap_elite" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "1" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }csoldier_trap_elite "origin" "1184 4160 3072" "squadname" "combine" "targetname" "csoldier_trap_elite" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "1" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }fR "origin" "1506 3928 3352" "squadname" "combine" "targetname" "csoldier_trap_roof_stay" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }csoldier_trap_roof_stay "origin" "1506 3928 3352" "squadname" "combine" "targetname" "csoldier_trap_roof_stay" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }fQ "origin" "2072 4128 3072" "squadname" "combine" "targetname" "csoldier_trap_building" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }csoldier_trap_building "origin" "2072 4128 3072" "squadname" "combine" "targetname" "csoldier_trap_building" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "3588" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 0 0" "classname" "npc_combine_s" }f "origin" "643 2764 -24" "additionalequipment" "weapon_oldmanharpoon" "targetname" "fisherman" "physdamagescale" "0" "spawnflags" "6148" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 270 0" "classname" "npc_fisherman" }fisherman "origin" "643 2764 -24" "additionalequipment" "weapon_oldmanharpoon" "targetname" "fisherman" "physdamagescale" 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"0" "physdamagescale" "1.0" "spawnflags" "640" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 184.5 0" "classname" "npc_combine_s" }rappel_soldier_5 "origin" "1212 4380 2172" "targetname" "rappel_soldier_5" "squadname" "squad_1" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "640" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 184.5 0" "classname" "npc_combine_s" }frope_2_cliffsoldier "origin" "1092 4442 2155.44" "NextKey" "rope_2_cliffstart&0000" "spawnflags" "1" "angles" "0 90 0" "RopeMaterial" "cable/cable.vmt" "Breakable" "0" "Dangling" "0" "Collide" "0" "TextureScale" "1" "Width" "2" "Barbed" "0" "Subdiv" "2" "Type" "0" "Slack" "25" "maxdxlevel" "0" "mindxlevel" "0" "PositionInterpolator" "0" "MoveSpeed" "64" "targetname" "rope_2_cliffsoldier" "classname" "move_rope" }frope_2_cliffstart "origin" "1092.23 4441.76 2147.44" "angles" "0 90 0" "spawnflags" "1" "RopeMaterial" "cable/cable.vmt" "Breakable" "0" "Dangling" "0" "Collide" "0" "TextureScale" "1" "Width" "2" "Barbed" "0" "Subdiv" "2" "Type" "0" "Slack" "25" "maxdxlevel" "0" "mindxlevel" "0" "PositionInterpolator" "0" "MoveSpeed" "64" "targetname" "rope_2_cliffstart&0000" "classname" "move_rope" }fN "origin" "1344 4432 2172" "targetname" "rappel_soldier_6" "squadname" "squad_1" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "640" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 184.5 0" "classname" "npc_combine_s" }rappel_soldier_6 "origin" "1344 4432 2172" "targetname" "rappel_soldier_6" "squadname" "squad_1" "model" "models/combine_soldier.mdl" "NumGrenades" "5" "additionalequipment" "weapon_smg1" "waitingtorappel" "0" "physdamagescale" "1.0" "spawnflags" "640" "rendercolor" "255 255 255" "renderamt" "255" "angles" "0 184.5 0" "classname" "npc_combine_s" }$~ NullResponse~ K~ EliMonitor~ % scenes/Jake/reaction_eli.vcd M~ AlyxMonitor~ & scenes/Jake/reaction_alyx.vcd Q~ BarneyMonitor~ ( scenes/Jake/reaction_barney.vcd ~ FishermanShootGull~ 3 scenes/lostcoast/fisherman_shootgull01.vcd 3 scenes/lostcoast/fisherman_shootgull02.vcd 3 scenes/lostcoast/fisherman_shootgull03.vcd 3 scenes/lostcoast/fisherman_shootgull04.vcd ~ FishermanWaiting~ / scenes/lostcoast/fisherman_Guide01.vcd / scenes/lostcoast/fisherman_Guide02.vcd / scenes/lostcoast/fisherman_Guide03.vcd ~ FishermanResumedLeading~ / scenes/lostcoast/fisherman_Guide01.vcd / scenes/lostcoast/fisherman_Guide02.vcd / scenes/lostcoast/fisherman_Guide03.vcd {~ FishermanTalkResume~ 4 scenes/lostcoast/fisherman_resumetalk01.vcd 4 scenes/lostcoast/fisherman_resumetalk02.vcd 4 scenes/lostcoast/fisherman_resumetalk03.vcd 4 scenes/lostcoast/fisherman_resumetalk04.vcd 4 scenes/lostcoast/fisherman_resumetalk05.vcd 4 scenes/lostcoast/fisherman_resumetalk06.vcd 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KQ  H c(EDR EiQDdecals/concrete/shot5_subrect @ / ?H cHFDSYEiQDdecals/concrete/shot1_subrect / ?H bCDSYEiQDdecals/concrete/shot5_subrect / ?H dHDRۣEiQDdecals/concrete/shot5_subrect / ?H [6DQ}EiQDdecals/concrete/shot4_subrect / ?H cFDQEiRDdecals/concrete/shot3_subrect / ?H [6DPEi(RDdecals/concrete/shot4_subrect / ?H bDDQIEiRDdecals/concrete/shot2_subrect / ?H dXGDSyEiQDdecals/concrete/shot4_subrect / ?H o^DSEseDdecals/concrete/shot1_subrect / ?H n\DSIEo]Ddecals/concrete/shot4_subrect / ?H \7DRãEgNDdecals/concrete/shot5_subrect @ / r>H vlDQx"_Cdecals/concrete/shot2_subrect / ?H ]9DREiQDdecals/concrete/shot5_subrect @ / ?H aBDPeEiRDdecals/concrete/shot2_subrect @ / ?H DD^EEXDdecals/concrete/shot5_subrect / H D'@EHÀdecals/scorch2_subrect / ?H gNDQkE}yDdecals/concrete/shot1_subrect @ / H ND@E(RDdecals/blood4_subrect / H -D|FEP€decals/scorch1_subrect / ?H kVDT[E}Ddecals/concrete/shot2_subrect / ?H jSDQEiRDdecals/concrete/shot3_subrect / ?H D_Ez Edecals/ivy02  / ?H p_DV+dPCdecals/concrete/shot5_subrect / ?H DIEEdecals/ivy01  / H mZDREph`Ddecals/concrete/shot5_subrect / H 4 ETE#&Edecals/decalgraffiti001a  / `?`=H D>E€decals/scorch1_subrect / ?H D8E:Edecals/ivy03  / ?H @DE$Edecals/decalgraffiti005a A / ?H xDE5Ddecals/blood3_subrect / ?H D`^E=Edecals/decalgraffiti015a A / ?H ~vD֠E=Ddecals/scorch1_subrect / >5c4?H D^E4Edecals/ivy03  / ?H `(@DQEiQDdecals/concrete/shot4_subrect / ?H DE$Edecals/decalgraffiti018a A / ?H ETE&Edecals/decalgraffiti031a A / `?`=H DAOEEdecals/ivy03  / ?H 5D@E€decals/scorch1_subrect / ?H DsWEZEdecals/ivy03  / H D8`E`@Edecals/decalgraffiti007a  / ?H DFE`.Elostcoast/monastery/sign_warning01 A / ?H WDYE&1Edecals/decalgraffiti001b  / ?H D`EU,Edecals/decalgraffiti001c  / ?H c(FD[EHDDdecals/concrete/shot3_subrect / H o]DW-Y0Cdecals/concrete/shot3_subrect / ?H oH^DTEvhlDdecals/concrete/shot5_subrect / ?H DTE Edecals/ivy03  / ?H CD^uEPDdecals/concrete/shot2_subrect / ?H 'EHjE&Edecals/decalgraffiti001b  / H DEl+Edecals/decalgraffiti005a A / H DFEp+Edecals/decalgraffiti025a  / ?H EXE&Edecals/decalgraffiti008a  / H D|E+Edecals/decalgraffiti008a A / ?H R#D@ED€decals/concrete/shot5_subrect @ / ~? ĽH ETE,Edecals/plaster013a  / ?H b(CD[EHDdecals/concrete/shot4_subrect @ / ?H EE8Edecals/plaster012a  / 55H E.oE:Edecals/plaster007a  / H EVEX&Edecals/decalgraffiti046a  / H EBjE;5Edecals/plaster006a  / H DECEdecals/plaster020a  / ?H Ej[E'Edecals/plaster011a  / H R[DERDdecals/scorch2_subrect / ?H ujDO]EvDdecals/concrete/shot2_subrect / H n\DF`Cdecals/concrete/shot1_subrect @ / H wnD_ENDdecals/concrete/shot3_subrect @ / H EE$Edecals/ivy03  / H L)EPE$Edecals/ivy03  / ..d?H nh\DZEHDdecals/concrete/shot2_subrect / ?H hEE)Edecals/plaster020a  / H yEhE&Edecals/decalgraffiti025a A / ?H DqE +Edecals/decalgraffiti023a A / ?H Y2DREeJDdecals/concrete/shot4_subrect / ?H eIDBEMCdecals/concrete/shot3_subrect @ / H L8DN[EP Ddecals/concrete/shot5_subrect / ?H $EhE'Edecals/decalgraffiti005a  / ?H D@E@Edecals/ivy03  / H ]9DRˤEiQDdecals/concrete/shot2_subrect / ?H kTd>Fh$Ddecals/concrete/shot4_subrect @ / ?d2_lostcoast.hl3