-
Notifications
You must be signed in to change notification settings - Fork 60
/
Copy pathaddSC.xml
2267 lines (1923 loc) · 165 KB
/
addSC.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<table directory="assets">
<!--Heavy Shotgunner Helmet Plink-->
<add from_db="true" path="soundbanks/weapon_swatturret" type="bnk">
<bnk load="true" path="soundbanks/weapon_swatturret" unload="true"/>
</add>
<!--Updated Assets-->
<environment path="environments/pd2_env_night/pd2_env_night" force="true"/>
<environment path="environments/pd2_env_mid_day/pd2_env_mid_day" force="true"/>
<object path="units/payday2/props/lcm_prop_securitydoor/lcm_prop_securitydoor_01" force="true"/>
<material_config path="units/pd2_dlc_friend/nature/terrain/sfm_backdrop" force="true"/>
<object path="units/vehicles/animated_cars/police_ny_bank_anim" force="true"/>
<!-- da blackhawk -->
<!--texture path="units/payday2/vehicles/air_vehicle_blackhawk/blackhawk_prop_df"/-->
<!--Titan Safes-->
<!--object path="units/payday2/equipment/gen_interactable_sec_safe_1x1_titan/gen_interactable_sec_safe_1x1_titan" force="true"/-->
<!--unit path="units/payday2/equipment/gen_interactable_sec_safe_1x1_titan/gen_interactable_sec_safe_1x1_titan" force="true"/-->
<!--object path="units/payday2/equipment/gen_interactable_sec_safe_05x05_titan/gen_interactable_sec_safe_05x05_titan" force="true"/-->
<!--unit path="units/payday2/equipment/gen_interactable_sec_safe_05x05_titan/gen_interactable_sec_safe_05x05_titan" force="true"/-->
<!--model path="units/payday2/equipment/gen_interactable_sec_safe_05x05_titan/gen_interactable_sec_safe_05x05_titan" force="true"/-->
<!--sequence_manager path="units/payday2/equipment/gen_interactable_sec_safe_05x05_titan/gen_interactable_sec_safe_05x05_titan" force="true"/-->
<!--Security Cameras-->
<sequence_manager path="units/payday2/equipment/gen_equipment_security_camera/gen_equipment_security_camera" force="true"/>
<model path="units/payday2/equipment/gen_equipment_security_camera/gen_equipment_security_camera" force="true"/>
<object path="units/payday2/equipment/gen_equipment_security_camera/gen_equipment_security_camera" force="true"/>
<material_config path="units/payday2/equipment/gen_equipment_security_camera/gen_equipment_security_camera" force="true"/>
<!--texture path="units/payday2/equipment/gen_equipment_security_camera/gen_equipment_security_camera_df" force="true"-->
<!--ASU Laser-->
<texture path="units/payday2/weapons/wpn_asu_laser/laser" />
<texture path="units/payday2/weapons/wpn_asu_laser/laser_flare" />
<material_config path="units/payday2/weapons/wpn_asu_laser/wpn_asu_laser" />
<object path="units/payday2/weapons/wpn_asu_laser/wpn_asu_laser" />
<model path="units/payday2/weapons/wpn_asu_laser/wpn_asu_laser" />
<unit path="units/payday2/weapons/wpn_asu_laser/wpn_asu_laser" load="true"/>
<cooked_physics path="units/payday2/weapons/wpn_asu_laser/wpn_asu_laser" />
<!-- Dark window cop cars with fixed uniforms -->
<!--Washington DC-->
<material_config path="units/payday2/vehicles/bnk_vehicle_police_animated/bnk_vehicle_police_animated" force="true" />
<material_config path="units/payday2/vehicles/bnk_vehicle_car_police_anim_4/bnk_vehicle_car_police_anim_4" force="true" />
<material_config path="units/payday2/vehicles/bnk_vehicle_car_police_anim_3/bnk_vehicle_car_police_anim_3" force="true" />
<material_config path="units/payday2/vehicles/bnk_vehicle_car_police_anim_2/bnk_vehicle_car_police_anim_2" force="true" />
<material_config path="units/payday2/vehicles/bnk_vehicle_car_police_anim_1/bnk_vehicle_car_police_anim_1" force="true" />
<material_config path="units/payday2/vehicles/anim_vehicle_car_police/anim_vehicle_car_police" force="true" />
<texture path="units/payday2/props/off_prop_office_monitor/display_master_jewelry_il" force="true"/>
<texture path="units/world/brushes/grafitti/b_posters_grafitti_df" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/chill_combat"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/fwb" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/green_bridge" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/panicroom" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/slaughterhouse" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/counterfeit" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/undercover" force="true"/>
<texture path="guis/dlcs/bro/textures/pd2/crimenet/dah" force="true"/>
<texture path="guis/dlcs/nmh/textures/pd2/crimenet/nmh" force="true"/>
<!--New logo-->
<texture path="guis/textures/game_small_logo" force="true"/>
<texture path="guis/textures/menu_title_screen" force="true"/>
<texture path="units/menu/menu_scene/menu_cylinder_logo" force="true"/>
<!--Info Hud Skill Icons-->
<texture path="guis/textures/pd2/skilltree/info_ammo_efficiency" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_single_shot_fast_reload" force="false" load="false"/> <!-- Aggressive Reload -->
<texture path="guis/textures/pd2/skilltree/info_bloodthirst_reload_speed" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_bullet_storm" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_revive_damage_reduction" force="false" load="false"/> <!-- Combat Medic -->
<texture path="guis/textures/pd2/skilltree/info_desperado" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_grinder" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_infiltrator" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_sociopath" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_body_expertise" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_long_dis_revive" force="false" load="false"/> <!-- inspire -->
<texture path="guis/textures/pd2/skilltree/info_messiah" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_overkill_damage_multiplier" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_revived_damage_reduction" force="false" load="false"/> <!-- Painkillers -->
<texture path="guis/textures/pd2/skilltree/info_first_aid_damage_reduction" force="false" load="false"/> <!-- Quick Fix -->
<texture path="guis/textures/pd2/skilltree/info_rogue" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_increased_movement_speed" force="false" load="false"/> <!-- Running From Death -->
<texture path="guis/textures/pd2/skilltree/info_headshot_fire_rate_mult" force="false" load="false"/> <!-- Sharpshooter Ace -->
<texture path="guis/textures/pd2/skilltree/info_trigger_happy" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_dmg_multiplier_outnumbered" force="false" load="false"/> <!-- Underdog -->
<texture path="guis/textures/pd2/skilltree/info_unseen_strike" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_doctor_bag_health_regen" force="false" load="false"/>
<texture path="guis/textures/pd2/skilltree/info_survive_one_hit" force="false" load="false"/> <!-- Yakuza Oni Irezumi -->
<model path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" force="true"/>
<texture path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container_df" force="true"/>
<texture path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container_nm" force="true"/>
<!--Tiny Heist Edits that Change like a few things-->
<!-- hotline day 2 -->
<mission path="levels/instances/unique/hlm_random_left003/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/hlm_random_right003/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/hlm_vault/world/world" force="true" unload="true"/> <!-- https://www.youtube.com/watch?v=SpxvK9rOqvM -->
<!-- Counterfeit -->
<mission path="levels/instances/unique/sub_sewer_grate/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/sub_sewer_sidespawn/world/world" force="true" unload="true"/>
<!-- Biker Heist Day 1 -->
<mission path="levels/instances/unique/born/born_armory/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/born/born_truck/world/world" force="true" unload="true"/>
<!-- Border Crossing-->
<mission path="levels/instances/unique/mex/mex_vault/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/mex/mex_pump/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/mex/mex_tanker/world/world" force="true" unload="true"/>
<!-- Remove "editor_only" stuff that smh show up in usual game -->
<continent path="levels/narratives/jiu/chas/world/world" force="true" unload="true"/> <!-- ~~Dragon~~ Dragan Heist -->
<continent path="levels/narratives/vlad/peta/stage1/world/world" force="true" unload="true"/> <!-- Goat Sim D1 -->
<continent path="levels/narratives/locke/sah/world/world" force="true" unload="true"/> <!-- Increase ziplines speed on Shacklethorne Auction -->
<mission path="levels/instances/unique/trai/trai_main_wagon/world/world" force="true" unload="true"/> <!--10% chance of bravo dozer spawning inside the vault on very hard and above (loud only)-->
<mission path="levels/instances/unique/pbr/pbr_plane_cargo/world/world" force="true" unload="true"/> <!--makes the murkydozers use their actual models on the plane. not gonna touch the other instance,
because editing instances is hard as fuck to do, and the fact that I always fuck the scripting here whenever I try to add a difficulty filter.-->
<!--shotgun man for security rooms-->
<mission path="levels/instances/unique/red/red_camera_room/world/world" force="true" />
<mission path="levels/instances/unique/chas/chas_security_room/world/world" force="true" />
<mission path="levels/instances/unique/sand/sand_security_room/world/world" force="true" />
<mission path="levels/instances/unique/tag/tag_security/world/world" force="true" />
<mission path="levels/instances/unique/bex/bex_security_room/world/world" force="true" />
<mission path="levels/instances/unique/bex/bex_security_room2/world/world" force="true" />
<continent path="levels/instances/unique/bex/bex_security_room2/world/world" force="true" />
<mission path="levels/instances/unique/mus_security_room/world/world" force="true" />
<mission path="levels/instances/unique/vit/vit_security_room/world/world" force="true" />
<mission path="levels/instances/unique/are_security_room/world/world" force="true" />
<mission path="levels/instances/unique/corp/corp_security_room/world/world" force="true" />
<!--so many security rooms (some of them are unused but better replace them all just in case)-->
<mission path="levels/instances/unique/dah/dah_security_room/world/world" force="true" />
<mission path="levels/instances/unique/dah/dah_security_room2/world/world" force="true" />
<mission path="levels/instances/unique/dah/dah_security_room3/world/world" force="true" />
<mission path="levels/instances/unique/dah/dah_security_room4/world/world" force="true" />
<mission path="levels/instances/unique/dah/dah_security_room5/world/world" force="true" />
<!--Buluc's Mansion Security Rooms-->
<mission path="levels/instances/unique/fex/fex_security_room_left/world/world" force="true" />
<mission path="levels/instances/unique/fex/fex_security_room_right/world/world" force="true" />
<!--Boiling Point edit-->
<cover_data path="levels/narratives/elephant/mad/cover_data" force="true" unload="true"/>
<nav_data path="levels/narratives/elephant/mad/nav_manager_data" force="true" unload="true"/>
<mission path="levels/narratives/elephant/mad/world/world" force="true" unload="true"/>
<continent path="levels/narratives/elephant/mad/world/world" force="true" unload="true"/>
<continent path="levels/narratives/elephant/mad/art2/art2" force="true" unload="true"/>
<continent path="levels/narratives/elephant/mad/collision/collision" force="true" unload="true"/>
<!--proper textures for Boiling Point (and more authentic) by Psyhowithdrill-->
<texture path="units/pd2_dlc_mad/characters/civ_male_scientist_01/scientist_01_body_df" force="true"/>
<texture path="units/pd2_dlc_mad/characters/civ_male_scientist_02/scientist_02_body_df" force="true"/>
<texture path="units/pd2_dlc_mad/equipment/mad_interactable_door_keycard/screen_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_interactable_tablet_stand/mad_prop_interactable_tablet_stand_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_keycard/keycard_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_medical_ctscanner/mad_prop_medical_ctscanner_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_medical_glovebox/mad_prop_medical_glovebox_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_medical_set/mad_prop_medical_carm_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_medical_set/mad_prop_medical_trolley_df" force="true"/>
<texture path="units/pd2_dlc_mad/props/mad_prop_sign_electricity/mad_prop_sign_electricity_df" force="true"/>
<continent path="levels/narratives/elephant/born/world/world" force="true" unload="true"/> <!--fixes cars clipping into ground-->
<continent path="levels/narratives/vlad/pines/world/world" force="true" unload="true"/> <!--removes the police lights-->
<!--Henry's Cock edit - a bit more cover, some spawn tweaks, altered turret objective, pro job slightly more evil-->
<mission path="levels/narratives/locke/des/world/world" force="true" unload="true"/>
<continent path="levels/narratives/locke/des/world/world" force="true" unload="true"/>
<mission path="levels/narratives/locke/des/art/art" force="true" unload="true"/>
<continent path="levels/narratives/locke/des/art/art" force="true" unload="true"/>
<mission path="levels/narratives/locke/des/props/props" force="true" unload="true"/>
<continent path="levels/narratives/locke/des/props/props" force="true" unload="true"/>
<cover_data path="levels/narratives/locke/des/cover_data" force="true" unload="true"/>
<nav_data path="levels/narratives/locke/des/nav_manager_data" force="true" unload="true"/>
<mission path="levels/instances/unique/pbr/pbr_mountain_surface/world/world" force="true" unload="true"/> <!--Replaces most of the scripted spawns to have more variety with Murkies-->
<mission path="levels/instances/unique/sah/sah_entrance_detector/world/world" force="true" unload="true"/> <!--replaced the casino guards with secret service (don't know why they are here in a first place)-->
<!--better SWAT squads-->
<mission path="levels/instances/unique/sand/sand_spawn_enemies/world/world" force="true"/>
<mission path="levels/instances/unique/sand/sand_helicopter_spawn_enemies/world/world" force="true"/>
<mission path="levels/instances/unique/chca/chca_helicopter_enemies/world/world" force="true"/>
<mission path="levels/instances/unique/deep/deep_helicopter_enemies/world/world" force="true"/>
<mission path="levels/instances/unique/glace/glace_helicopter_swat/world/world" force="true"/>
<mission path="levels/instances/unique/pet_helicopter_swat/world/world" force="true"/>
<mission path="levels/instances/unique/san_helicopter_4swat/world/world" force="true"/>
<mission path="levels/instances/unique/shout_helicopter_swat/world/world" force="true"/>
<mission path="levels/narratives/e_welcome_to_the_jungle/stage_1/world/world" force="true" unload="true"/> <!--Adds female bikers, biker response and biker guard as the camera man-->
<world_sounds path="levels/narratives/mcshay/ranc/world_sounds" force="true" unload="true"/>
<mission path="levels/instances/shared/obj_skm/world/world" force="true" unload="true"/> <!-- disables custody failure and wave modifier dialogue.-->
<mission path="levels/instances/shared/skm_negotiator/world/world" force="true" unload="true"/> <!-- disables modifier dialogue and re-enables an unused negotiator line for players going in custody.-->
<continent path="levels/narratives/bain/big/world/world" force="true" unload="true"/> <!--you can now drill the small cashbox, money cassettes spawn-->
<cover_data path="levels/narratives/h_firestarter/stage_3/cover_data" force="true" unload="true"/>
<nav_data path="levels/narratives/h_firestarter/stage_3/nav_manager_data" force="true" unload="true"/>
<mission path="levels/narratives/h_firestarter/stage_3/world/world" force="true" unload="true"/>
<continent path="levels/narratives/h_firestarter/stage_3/world/world" force="true" unload="true"/>
<continent path="levels/narratives/locke/brb/art/art" force="true" unload="true"/><!--optimization-->
<continent path="levels/narratives/locke/brb/world/world" force="true" unload="true"/><!--optimization-->
<continent path="levels/narratives/locke/brb/props/props" force="true" unload="true"/><!--optimization, money cassettes spawn-->
<continent path="levels/narratives/locke/brb/christmas_props/christmas_props" force="true" unload="true"/><!--fuck the xmas assets-->
<!--White House edit-->
<continent path="levels/narratives/locke/vit/art/art" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/backdrop/backdrop" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/collision/collision" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/lights/lights" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/props/props" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/props1/props1" force="true" unload="true"/>
<continent path="levels/narratives/locke/vit/world/world" force="true" unload="true"/>
<mission path="levels/narratives/locke/vit/world/world" force="true" unload="true"/>
<cover_data path="levels/narratives/locke/vit/cover_data" force="true" unload="true"/>
<nav_data path="levels/narratives/locke/vit/nav_manager_data" force="true" unload="true"/>
<nav_data path="levels/narratives/vlad/bex/nav_manager_data" force="true" unload="true"/>
<continent path="levels/narratives/vlad/bex/world/world" force="true" unload="true"/> <!--removes tons of objects underneath the map-->
<continent path="levels/narratives/skm/skm_bex/world/world" force="true" unload="true"/> <!--ditto but for Holdout version-->
<!--I LOVE GOOOOOOOOOOOOOLD-->
<continent path="levels/instances/unique/kenaz/vault/world/world" force="true" unload="true"/>
<!--ffs ovk, dont load the entire map if you force the players in one area-->
<continent path="levels/narratives/skm/skm_cas/world/world" force="true" unload="true"/>
<!-- mountain master edit -->
<mission path="levels/narratives/shayu/pent/world/world" force="true" unload="true"/>
<continent path="levels/narratives/shayu/pent/world/world" force="true" unload="true"/>
<continent path="levels/instances/unique/pent/pent_coke/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/pent/pent_helicopter_extraction/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/pent/pent_security_room/world/world" force="true" unload="true"/>
<mission path="levels/instances/unique/pent/pent_security_room_altdoor/world/world" force="true" unload="true"/>
<!--Brooklyn 2/10-->
<cover_data path="levels/narratives/continental/spa/cover_data" force="true" unload="true"/>
<nav_data path="levels/narratives/continental/spa/nav_manager_data" force="true" unload="true"/>
<continent path="levels/narratives/continental/spa/world/world" force="true" unload="true"/>
<mission path="levels/narratives/continental/spa/world/world" force="true" unload="true"/>
<continent path="levels/narratives/continental/spa/regin_art/regin_art" force="true" unload="true"/>
<mission path="levels/narratives/continental/spa/regin_art/regin_art" force="true" unload="true"/>
<!--UNDERCOVER-->
<sequence_manager path="units/world/architecture/secret_stash/props/secret_stash_hack_computer_interaction" force="true"/>
<sequence_manager path="units/pd2_dlc_jolly/equipment/gen_interactable_saw/gen_interactable_saw" force="true"/>
<!--PANIC ROOM-->
<mission path="levels/narratives/classics/flat/world/world" force="true" unload="true"/>
<continent path="levels/narratives/classics/flat/world/world" force="true" unload="true"/>
<nav_data path="levels/narratives/classics/flat/nav_manager_data" force="true" unload="true"/>
<cover_data path="levels/narratives/classics/flat/cover_data" force="true" unload="true"/>
<continent path="levels/narratives/classics/flat/art_dhruva/art_dhruva" force="true" unload="true"/>
<continent path="levels/narratives/classics/flat/lights/lights" force="true" unload="true"/>
<continent path="levels/narratives/classics/flat/collision/collision" force="true" unload="true"/>
<!--Misc. Changes and Fixes to Base Game Objects-->
<add from_db="true" path="units/payday2/characters/ene_security_3/ene_security_3" type="unit">
<unit load="true" path="units/payday2/characters/ene_security_3/ene_security_3"/>
<object path="units/payday2/characters/ene_security_3/ene_security_3"/>
<material_config path="units/payday2/characters/ene_security_3/ene_security_3"/>
<unit load="true" path="units/payday2/characters/ene_security_3/ene_security_3_husk"/>
</add>
<!-- Gensec Security: Beret Poppin' -->
<unit path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1" load="true" force="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1_husk" load="true" force="true" />
<object path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1" force="true" />
<sequence_manager path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1" />
<model path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1" force="true" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1" force="true" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1_contour" force="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2" load="true" force="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2_husk" load="true" force="true" />
<object path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2" force="true" />
<model path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2" force="true" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2" force="true" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2_contour" force="true" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3_contour" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_guard_1/ene_security_gensec_guard_1" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_guard_1/ene_security_gensec_guard_1_contour" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_guard_2/ene_security_gensec_guard_2" />
<material_config path="units/pd2_dlc1/characters/ene_security_gensec_guard_2/ene_security_gensec_guard_2_contour" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3" load="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3_husk" load="true" />
<object path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3" />
<model path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3" />
<cooked_physics path="units/pd2_dlc1/characters/ene_security_gensec_3/ene_security_gensec_3" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_guard_1/ene_security_gensec_guard_1" load="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_guard_1/ene_security_gensec_guard_1_husk" load="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_guard_2/ene_security_gensec_guard_2" load="true" />
<unit path="units/pd2_dlc1/characters/ene_security_gensec_guard_2/ene_security_gensec_guard_2_husk" load="true" />
<!--NPC DS Police Sniper-->
<unit_mat path="units/payday2/weapons/wpn_npc_sniper_sc/wpn_npc_sniper_sc" />
<cooked_physics path="units/payday2/weapons/wpn_npc_sniper_sc/wpn_npc_sniper_sc" />
<!--Unshootable Flashbangs-->
<sequence_manager path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<model path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<object path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<material_config path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<unit path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" load="true" force="false"/>
<!--Smoke/Gas Grenades have physics-->
<object path="units/weapons/smoke_grenade_quick/smoke_grenade_quick" force="true"/>
<unit_mat path="units/payday2/weapons/wpn_npc_degle/wpn_npc_degle" />
<cooked_physics path="units/payday2/weapons/wpn_npc_degle/wpn_npc_degle" />
<!--Improved Flashlight-->
<texture path="effects/particles/weapons/flashlight/e_gradient_radial2" force="true"/>
<texture path="units/lights/spot_light_projection_textures/spotprojection_11_flashlight_df" force="true"/>
<!--Reduced Sicario Smoke-->
<effect path="effects/particles/explosions/smoke_screen" force="true"/>
<!--concussion grenade depth scaling vanilla bug-->
<material_config path="units/pd2_crimefest_2016/fez1/weapons/wpn_fps_gre_pressure/wpn_fps_gre_pressure_husk" force="true" />
<!--Dynamite no rolly polly-->
<object path="units/pd2_dlc_west/weapons/wpn_gre_dynamite/wpn_gre_dynamite" force="true" />
<!--REMOVED CAP REQUIREMENT FOR LMG SIGHTS FOLLOWING LID-->
<model path="units/pd2_dlc_gage_historical/weapons/wpn_fps_lmg_mg42_pts/wpn_fps_lmg_mg42_reciever" force="true"/>
<model path="units/pd2_dlc_gage_lmg/weapons/wpn_fps_lmg_m249_pts/wpn_fps_lmg_m249_upper_reciever" force="true"/>
<model path="units/pd2_dlc_par/weapons/wpn_fps_lmg_par_pts/wpn_fps_lmg_par_upper_reciever" force="true"/>
<model path="units/pd2_dlc_atw/weapons/wpn_fps_lmg_m60_pts/wpn_fps_lmg_m60_upper_reciever" force="true"/>
<!--
<model path="units/pd2_dlc_gage_lmg/weapons/wpn_fps_lmg_rpk/wpn_fps_lmg_rpk" force="true"/>
<object path="units/pd2_dlc_gage_lmg/weapons/wpn_fps_lmg_rpk/wpn_fps_lmg_rpk" force="true"/>
-->
<!-- M60 TROPICAL FOREGRIP FIX -->
<model path="units/pd2_dlc_atw/weapons/wpn_fps_lmg_m60_pts/wpn_fps_lmg_m60_fg_tropical" force="true"/>
<!-- Vanilla Flamethrower -->
<add from_db="true" path="units/pd2_dlc_pent/weapons/wpn_npc_flamethrower/wpn_npc_flamethrower" type="unit">
<effect load="true" path="effects/payday2/particles/weapons/heat/overheat"/>
<effect load="true" path="effects/payday2/particles/explosions/flamethrower_cheap"/>
<object path="units/pd2_dlc_pent/weapons/wpn_npc_flamethrower/wpn_npc_flamethrower"/>
<material_config path="units/pd2_dlc_pent/weapons/wpn_npc_flamethrower/wpn_npc_flamethrower"/>
<sequence_manager path="units/pd2_dlc_pent/weapons/wpn_npc_flamethrower/wpn_npc_flamethrower"/>
<unit path="units/pd2_dlc_pent/weapons/wpn_npc_flamethrower/wpn_npc_flamethrower"/>
</add>
<!-- Vanilla Snowthrower -->
<add from_db="true" path="units/pd2_dlc_cg22/weapons/wpn_npc_snowthrower/wpn_npc_snowthrower" type="unit">
<effect load="true" path="effects/payday2/particles/explosions/snowthrower"/>
<bnk load="true" path="soundbanks/weapon_snowthrower"/>
<object path="units/pd2_dlc_cg22/weapons/wpn_npc_snowthrower/wpn_npc_snowthrower"/>
<material_config path="units/pd2_dlc_cg22/weapons/wpn_npc_snowthrower/wpn_npc_snowthrower"/>
<sequence_manager path="units/pd2_dlc_cg22/weapons/wpn_npc_snowthrower/wpn_npc_snowthrower"/>
<unit path="units/pd2_dlc_cg22/weapons/wpn_npc_snowthrower/wpn_npc_snowthrower"/>
</add>
<!--NPC Railgun-->
<cooked_physics path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false"/>
<model path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false"/>
<object path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun" force="false" load="false"/>
<texture path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun_df" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_railgun/wpn_npc_railgun_nm" force="false"/>
<!--LPF's S552-->
<unit path="units/payday2/weapons/wpn_npc_s552_sc/wpn_npc_s552_sc" force="false" load="false"/>
<!--HK21-->
<material_config path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<model path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<object path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" load="true" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_hk21_sc/hk21_sc_df" force="false"/>
<!--dozer HK21-->
<unit_obj path="units/payday2/weapons/wpn_npc_hk21_dozer/wpn_npc_hk21_dozer" load="true"/>
<!-- AS VAL GRIP ATTACHMENT STUFF -->
<unit_obj path="units/pd2_dlc_character_sokol/weapons/wpn_third_ass_asval_pts/wpn_third_ass_asval_g_pgrip" />
<unit_obj path="units/pd2_dlc_character_sokol/weapons/wpn_third_ass_asval_pts/wpn_third_ass_asval_g_hgrip" />
<unit_mat_cc path="units/pd2_dlc_character_sokol/weapons/wpn_fps_ass_asval_pts/wpn_fps_ass_asval_g_hgrip" />
<unit_mat_cc path="units/pd2_dlc_character_sokol/weapons/wpn_fps_ass_asval_pts/wpn_fps_ass_asval_g_pgrip" />
<model path="units/pd2_dlc_character_sokol/weapons/wpn_fps_ass_asval/wpn_fps_ass_asval" force="true"/>
<model path="units/pd2_dlc_character_sokol/weapons/wpn_fps_ass_asval_pts/wpn_fps_ass_asval_g_standard" force="true"/>
<model path="units/pd2_dlc_character_sokol/weapons/wpn_third_ass_asval_pts/wpn_third_ass_asval_g_standard" force="true"/>
<!--PDTH Smokebomb-->
<effect path="effects/particles/explosions/smoke_grenade_smoke" force="true"/>
<!--Corrected NPC Weapon Sounds-->
<unit path="units/payday2/weapons/wpn_npc_ump/wpn_npc_ump" force="true" load="true" />
<unit path="units/payday2/weapons/wpn_npc_c45/wpn_npc_c45" force="true" load="true"/>
<unit path="units/pd2_dlc_chico/weapons/wpn_npc_sg417/wpn_npc_sg417" force="true" load="true"/>
<!--Cops for the Bomb: Forest heist-->
<unit path="units/payday2/characters/ene_cop_1_forest/ene_cop_1_forest" load="true"/>
<unit path="units/payday2/characters/ene_cop_1_forest/ene_cop_1_forest_husk" load="true"/>
<unit path="units/payday2/characters/ene_cop_2_forest/ene_cop_2_forest" load="true"/>
<unit path="units/payday2/characters/ene_cop_2_forest/ene_cop_2_forest_husk" load="true"/>
<!--Parachute Collision edit (No more Boiling Point suicides)-->
<object path="units/pd2_dlc_jerry/props/jry_equipment_parachute/jry_equipment_parachute_ragdoll" force="true"/>
<!--Change to Armored Hector's Visor Texture (now uses the Hard Hat's visor texture, for consistency reasons.)-->
<material_config path="units/pd2_mcmansion/characters/ene_male_hector_1/ene_male_hector_1" force="true" />
<material_config path="units/pd2_mcmansion/characters/ene_male_hector_1/ene_male_hector_1_contour" force="true" />
<effect path="effects/payday2/particles/character/flashlight_ss" load="true"/>
<!--Fixes for Objects not Casting Shadows-->
<object path="units/payday2/architecture/air_hangar_segment/air_shed_welcometothejungle_a" force="true" />
<!--epic hd cloaker eyes thanks jarey-->
<texture path="units/payday2/characters/shared_textures/spook_il"/>
<!--More Cop Facial Variety (Thanks AGAIN Wekk!!!!)-->
<object path="units/payday2/characters/ene_fbi_1/ene_fbi_1" />
<model path="units/payday2/characters/ene_fbi_1/ene_fbi_1" />
<object path="units/payday2/characters/ene_fbi_2/ene_fbi_2" />
<model path="units/payday2/characters/ene_fbi_2/ene_fbi_2" />
<model path="units/payday2/characters/ene_fbi_3/ene_fbi_3" />
<model path="units/payday2/characters/ene_cop_1/ene_cop_1" force="true" />
<object path="units/payday2/characters/ene_cop_1/ene_cop_1" force="true" />
<model path="units/payday2/characters/ene_cop_2/ene_cop_2" force="true" />
<object path="units/payday2/characters/ene_cop_2/ene_cop_2" force="true" />
<model path="units/payday2/characters/ene_cop_3/ene_cop_3" force="true" />
<object path="units/payday2/characters/ene_cop_3/ene_cop_3" force="true" />
<model path="units/payday2/characters/ene_cop_4/ene_cop_4" force="true" />
<object path="units/payday2/characters/ene_cop_4/ene_cop_4" force="true" />
<material_config path="units/payday2/characters/ene_fbi_1/ene_fbi_1" force="true" />
<material_config path="units/payday2/characters/ene_fbi_1/ene_fbi_1_contour" force="true" />
<material_config path="units/payday2/characters/ene_fbi_2/ene_fbi_2" force="true" />
<material_config path="units/payday2/characters/ene_fbi_2/ene_fbi_2_contour" force="true" />
<material_config path="units/payday2/characters/ene_fbi_3/ene_fbi_3_contour" />
<material_config path="units/payday2/characters/ene_fbi_3/ene_fbi_3" />
<material_config path="units/payday2/characters/ene_cop_1/ene_cop_1" force="true" />
<material_config path="units/payday2/characters/ene_cop_1/ene_cop_1_contour" force="true" />
<material_config path="units/payday2/characters/ene_cop_2/ene_cop_2" force="true" />
<material_config path="units/payday2/characters/ene_cop_2/ene_cop_2_contour" force="true" />
<material_config path="units/payday2/characters/ene_cop_3/ene_cop_3" force="true" />
<material_config path="units/payday2/characters/ene_cop_3/ene_cop_3_contour" force="true" />
<material_config path="units/payday2/characters/ene_cop_4/ene_cop_4" force="true" />
<material_config path="units/payday2/characters/ene_cop_4/ene_cop_4_contour" force="true" />
<material_config path="units/pd2_dlc_casino/characters/ene_secret_service_1_casino/ene_secret_service_1_casino" force="true" />
<material_config path="units/pd2_dlc_casino/characters/ene_secret_service_1_casino/ene_secret_service_1_casino_contour" force="true" />
<material_config path="units/payday2/characters/ene_murkywater_2/ene_murkywater_2" force="true" />
<material_config path="units/payday2/characters/ene_murkywater_2/ene_murkywater_2_contour" force="true" />
<object path="units/payday2/characters/ene_security_7/ene_security_7" />
<object path="units/payday2/characters/ene_security_1/ene_security_1" />
<model path="units/payday2/characters/ene_security_1/ene_security_1" />
<material_config path="units/payday2/characters/ene_security_2/ene_security_2_contour" force="true" />
<material_config path="units/payday2/characters/ene_security_2/ene_security_2" force="true" />
<object path="units/payday2/characters/ene_security_2/ene_security_2" />
<model path="units/payday2/characters/ene_security_2/ene_security_2" />
<material_config path="units/payday2/characters/ene_security_3/ene_security_3" />
<object path="units/payday2/characters/ene_security_3/ene_security_3" />
<model path="units/payday2/characters/ene_security_3/ene_security_3" />
<material_config path="units/payday2/characters/ene_security_3/ene_security_3_contour" />
<material_config path="units/payday2/characters/ene_security_4/ene_security_4" />
<material_config path="units/payday2/characters/ene_security_4/ene_security_4_contour" />
<material_config path="units/payday2/characters/ene_security_7/ene_security_7" />
<material_config path="units/payday2/characters/ene_security_7/ene_security_7_contour" />
<material_config path="units/payday2/characters/ene_security_5/ene_security_5" />
<material_config path="units/payday2/characters/ene_security_5/ene_security_5_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var1" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var1_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var2" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var2_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var3" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var3_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var4" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var4_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var5" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var5_contour" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var6" />
<material_config path="units/payday2/characters/ene_security_vars/ene_security_var6_contour" />
<texture path="units/payday2/characters/shared_textures/heads_cop_df" />
<texture path="units/payday2/characters/shared_textures/heads_cop_nm" />
<texture path="units/payday2/characters/shared_textures/heads_cop2_df"/>
<texture path="units/payday2/characters/shared_textures/heads_cop3_df"/>
<texture path="units/payday2/characters/shared_textures/heads_cop3_nm"/>
<texture path="units/payday2/characters/shared_textures/heads_var1_df"/>
<texture path="units/payday2/characters/shared_textures/heads_var1_nm"/>
<texture path="units/payday2/characters/shared_textures/heads_var2_df"/>
<texture path="units/payday2/characters/shared_textures/heads_var2_nm"/>
<texture path="units/payday2/characters/shared_textures/heads_var3_df"/>
<texture path="units/payday2/characters/shared_textures/heads_var3_nm"/>
<texture path="units/payday2/characters/shared_textures/heads_sec_df"/>
<texture path="units/payday2/characters/shared_textures/heads_fbi_df"/>
<texture path="units/payday2/characters/shared_textures/heads_fbi_nm"/>
<texture path="units/payday2/characters/shared_textures/murkyhead_df"/>
<texture path="units/payday2/characters/shared_textures/murkyhead_nm"/>
<texture path="units/payday2/characters/shared_textures/heads_ss_lv_df"/>
<texture path="units/pd2_mod_lapd/characters/shared_textures/heads_cop_la_df" />
<texture path="units/pd2_mod_lapd/characters/shared_textures/heads_cop_la_nm" />
<texture path="units/pd2_dlc1/characters/shared_textures/ene_security_gensec_heads_df" force="true" />
<!--More Cop Facial Variety END-->
<!--Risk Level-->
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_3_sc" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_4_sc" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_5_sc" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_6_sc" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/risk_bexico" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/risk_murky" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/risk_zombie" force="false"/>
<!--Briefing assets-->
<texture path="guis/textures/pd2/mission_briefing/assets/alex_1_zipline" force="false"/>
<!--New Crime Spree icons-->
<texture path="guis/dlcs/sc/textures/pd2/crime_spree/modifiers_atlas_sc"/>
<!--New Mutator icons-->
<texture path="guis/textures/pd2/mutator_icons_atlas" force="true"/>
<!--New Crime Spree level icons-->
<texture path="guis/dlcs/sc/textures/pd2/crime_spree/mission_atlas_sc"/>
<texture path="guis/dlcs/sc/textures/pd2/specialization/icons_atlas" />
<!--Crimewar skull icon for HUD Stealth Suspicion meter-->
<texture path="guis/textures/restoration/crimewar_skull"/>
<texture path="guis/textures/restoration/crimewar_skull_2"/>
<!--TeamAI Enduring ability very epic-->
<!--texture path="guis/dlcs/mom/textures/pd2/ai_abilities" force="true"-->
<!--Mats/Patterns-->
<texture path="units/pd2_mod_jack/matcaps/jkl_matt01" force="false"/>
<texture path="units/pd2_mod_jack/matcaps/jkl_matt02" force="false"/>
<texture path="guis/textures/pd2/blackmarket/icons/materials/jkl_matt01"/>
<texture path="guis/textures/pd2/blackmarket/icons/materials/jkl_matt02"/>
<texture path="patterns/jkl_patt01"/>
<texture path="patterns/jkl_patt02"/>
<!--Muldon Stock Unfolded (thx Jarey_!!!!)-->
<cooked_physics path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded"/>
<material_config path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded"/>
<model path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded"/>
<object path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded"/>
<unit path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded"/>
<material_config path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded_thq"/>
<material_config path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded_cc"/>
<material_config path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_fps_shot_r870_s_muldonunfolded_cc_thq"/>
<texture path="guis/dlcs/mods/textures/pd2/blackmarket/icons/mods/wpn_fps_shot_r870_s_muldonunfolded"/>
<cooked_physics path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_third_shot_r870_s_muldonunfolded"/>
<model path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_third_shot_r870_s_muldonunfolded"/>
<object path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_third_shot_r870_s_muldonunfolded"/>
<material_config path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_third_shot_r870_s_muldonunfolded"/>
<unit path="units/mods/weapons/wpn_fps_shot_r870_pts_mod/wpn_third_shot_r870_s_muldonunfolded"/>
<!--Santa Hat-->
<!--cloaker standard-->
<cooked_physics path="units/payday2/characters/ene_acc_spook_santa_hat_sc/ene_acc_spook_santa_hat_sc"/>
<model path="units/payday2/characters/ene_acc_spook_santa_hat_sc/ene_acc_spook_santa_hat_sc"/>
<object path="units/payday2/characters/ene_acc_spook_santa_hat_sc/ene_acc_spook_santa_hat_sc"/>
<material_config path="units/payday2/characters/ene_acc_spook_santa_hat_sc/ene_acc_spook_santa_hat_sc"/>
<unit path="units/payday2/characters/ene_acc_spook_santa_hat_sc/ene_acc_spook_santa_hat_sc" load="false"/>
<!--Dozer standard helm-->
<cooked_physics path="units/pd2_dlc_xm20/characters/ene_acc_dozer_santa_hat_sc/ene_acc_dozer_santa_hat_sc"/>
<model path="units/pd2_dlc_xm20/characters/ene_acc_dozer_santa_hat_sc/ene_acc_dozer_santa_hat_sc"/>
<object path="units/pd2_dlc_xm20/characters/ene_acc_dozer_santa_hat_sc/ene_acc_dozer_santa_hat_sc"/>
<unit path="units/pd2_dlc_xm20/characters/ene_acc_dozer_santa_hat_sc/ene_acc_dozer_santa_hat_sc" load="false"/>
<!--Dozer ZEAL helm-->
<cooked_physics path="units/pd2_dlc_xm20/characters/ene_acc_dozer_zeal_santa_hat_sc/ene_acc_dozer_zeal_santa_hat_sc"/>
<model path="units/pd2_dlc_xm20/characters/ene_acc_dozer_zeal_santa_hat_sc/ene_acc_dozer_zeal_santa_hat_sc"/>
<object path="units/pd2_dlc_xm20/characters/ene_acc_dozer_zeal_santa_hat_sc/ene_acc_dozer_zeal_santa_hat_sc"/>
<unit path="units/pd2_dlc_xm20/characters/ene_acc_dozer_zeal_santa_hat_sc/ene_acc_dozer_zeal_santa_hat_sc" load="false"/>
<!--Dozer Eggman Emp--- I mean Akan helm-->
<cooked_physics path="units/pd2_dlc_xm20/characters/ene_acc_dozer_akan_santa_hat_sc/ene_acc_dozer_akan_santa_hat_sc"/>
<model path="units/pd2_dlc_xm20/characters/ene_acc_dozer_akan_santa_hat_sc/ene_acc_dozer_akan_santa_hat_sc"/>
<object path="units/pd2_dlc_xm20/characters/ene_acc_dozer_akan_santa_hat_sc/ene_acc_dozer_akan_santa_hat_sc"/>
<unit path="units/pd2_dlc_xm20/characters/ene_acc_dozer_akan_santa_hat_sc/ene_acc_dozer_akan_santa_hat_sc" load="false"/>
<!--AK47-->
<unit_mat path="units/pd2_mod_reapers/weapons/wpn_npc_ak47_sc/wpn_npc_ak47_sc" force="false"/>
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_ak47/wpn_npc_ak47_df"/>
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_ak47/wpn_npc_ak47_nm"/>
<!-- vityaz -->
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_akmsu/akmsu_df" force="true"/>
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_akmsu/akmsu_nm" force="true"/>
<!--ASVAL DMR-->
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_asval/asval_df" force="true"/>
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_asval/asval_nm" force="true"/>
<!--RPK-->
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_rpk/wpn_npc_rpk_df" force="true"/>
<texture path="units/pd2_dlc_mad/weapons/wpn_npc_rpk/wpn_npc_rpk_nm" force="true"/>
<!--Halloween Sword-->
<object path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<model path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<unit path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false" load="true"/>
<material_config path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<!--NPC Peacemaker-->
<object path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker_contour" force="false"/>
<model path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false" load="false"/>
<unit path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false" load="true"/>
<texture path="units/payday2/weapons/wpn_npc_peacemaker/peacemaker_df" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_hk23_sc/wpn_npc_hk23_sc" load="false" force="true"/>
<material_config path="units/payday2/weapons/wpn_npc_hk23_sc/wpn_npc_hk23_sc" force="false"/>
<model path="units/payday2/weapons/wpn_npc_hk23_sc/wpn_npc_hk23_sc" force="false"/>
<object path="units/payday2/weapons/wpn_npc_hk23_sc/wpn_npc_hk23_sc" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_hk23_sc/wpn_npc_hk23_sc" force="false"/>
<!--vivinite enhanced caps-->
<object path="units/pd2_dlc_vip/characters/ene_acc_fbi_titan/ene_acc_fbi_titan" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_acc_fbi_titan/ene_acc_fbi_titan" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_acc_fbi_titan/ene_acc_fbi_titan" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_acc_fbi_titan/ene_acc_fbi_titan" force="false" load="true"/>
<material_config path="units/pd2_dlc_vip/characters/ene_acc_fbi_titan/ene_acc_fbi_titan" force="false"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/ene_titan_fbi_df" force="false"/>
<!--textures-->
<texture path="units/pd2_dlc_vip/characters/shared_textures/red_glass_df" load="true" force="false"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/titan_glass_df" load="true" force="false"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/titan_glass_op" load="true" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_beretta92_titan/wpn_npc_beretta92_titan" force="false" load="true"/>
<texture path="guis/textures/pd2/hud_buff_skull" force="false" load="false"/>
<texture path="guis/textures/pd2/hud_buff_fire" force="false" load="false"/>
<texture path="guis/textures/pd2/hud_buff_spooc" force="false" load="false"/>
<texture path="guis/textures/pd2/hud_buff_shield" force="true" load="false"/>
<texture path="guis/textures/pd2/hud_buff_halloween" force="false" load="false"/>
<texture path="guis/textures/pd2/hud_buff_generic" force="false" load="false"/>
<texture path="guis/textures/restoration/bloodyscreen" force="false" load="false"/>
<texture path="guis/textures/pd2/hitconfirm_ineffective" force="false" load="false"/>
<texture path="guis/textures/pd2/hitconfirm_effective" force="false" load="false"/>
<!--Taser Shotgun-->
<material_config path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<model path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<object path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_r870_taser_sc/wpn_npc_r870_taser_sc" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_r870_taser/r870_taser_df" force="true"/>
<texture path="units/payday2/weapons/wpn_npc_r870_taser/r870_taser_nm" force="true"/>
<sequence_manager path="units/pd2_dlc_bex/characters/ene_swat_cloaker_policia_federale/ene_swat_cloaker_policia_federale" />
<!--NPC Bronco Flashlight Fix-->
<object path="units/payday2/weapons/wpn_npc_raging_bull/wpn_npc_raging_bull" force="true"/>
<!--One step closer to heaven.-->
<unit path="units/payday2/weapons/wpn_npc_raging_bull/x_raging_bull_npc" load="false" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_raging_bull/x_raging_bull_meme_npc" load="false" force="false"/>
<!--M4 Boom-->
<object path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<model path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false" load="false"/>
<!--M32-->
<unit_mat path="units/payday2/weapons/wpn_npc_m32/wpn_npc_m32" force="false"/>
<!--RPG7-->
<unit path="units/payday2/weapons/wpn_npc_rpg7/wpn_npc_rpg7" force="false"/>
<!--NPC XC45-->
<unit path="units/payday2/weapons/wpn_npc_c45/wpn_npc_x_c45" force="true" load="false"/>
<!--NPC Mosconi less ugly-->
<model path="units/payday2/weapons/wpn_npc_sawnoff_shotgun/wpn_npc_sawnoff_shotgun" force="true"/>
<texture path="units/payday2/weapons/wpn_npc_sawnoff_shotgun/sawnoff_df" force="true"/>
<texture path="units/payday2/weapons/wpn_npc_sawnoff_shotgun/sawnoff_nm" force="true"/>
<!--Unshootable Flashbangs-->
<sequence_manager path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<model path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<object path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<material_config path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<unit path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" load="true" force="false"/>
<!--glass shatter helmet but invisible-->
<object path="units/pd2_mod_sharks/characters/ene_acc_murky_helmet_invisible/ene_acc_murky_helmet_invisible" force="false"/>
<cooked_physics path="units/pd2_mod_sharks/characters/ene_acc_murky_helmet_invisible/ene_acc_murky_helmet_invisible" force="false"/>
<model path="units/pd2_mod_sharks/characters/ene_acc_murky_helmet_invisible/ene_acc_murky_helmet_invisible" force="false"/>
<unit path="units/pd2_mod_sharks/characters/ene_acc_murky_helmet_invisible/ene_acc_murky_helmet_invisible" load="false"/>
<sequence_manager path="units/pd2_mod_sharks/characters/ene_acc_murky_helmet_invisible/ene_acc_murky_helmet_invisible" force="false"/>
<!--Headless Dozer-->
<object path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<sequence_manager path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<cooked_physics path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<model path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_contour" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_husk" force="false" load="true"/>
<unit path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4" force="true" load="true"/>
<unit path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4_husk" force="true" load="true"/>
<object path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4" force="true" />
<model path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4" force="true" />
<sequence_manager path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4" force="true" />
<material_config path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4" force="true" />
<material_config path="units/payday2/characters/ene_bulldozer_4/ene_bulldozer_4_contour" force="true" />
<!--Snowman Dozer-->
<object path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false"/>
<sequence_manager path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false"/>
<cooked_physics path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false"/>
<model path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false"/>
<unit path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false" load="true"/>
<material_config path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman" force="false"/>
<material_config path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman_contour" force="false"/>
<unit path="units/pd2_dlc_cg22/characters/ene_bulldozer_snowman/ene_bulldozer_snowman_husk" force="false" load="true"/>
<!-- Vanilla Snowman Effects -->
<add from_db="true" path="effects/payday2/particles/character/snowman_molotov" type="effect">
<effect load="true" path="effects/payday2/particles/character/snowman_molotov"/>
<bnk load="true" path="soundbanks/weapon_snowthrower"/>
</add>
<!-- Effect for converted enemies if enemy related outlines disabled via mutator -->
<effect path="effects/particles/character/moneyburn" load="false"/>
<!--Piggy Dozer-->
<object path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true"/>
<sequence_manager path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true"/>
<cooked_physics path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true"/>
<model path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true"/>
<unit path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true" load="true"/>
<material_config path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy" force="true"/>
<material_config path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy_contour" force="true"/>
<unit path="units/pd2_dlc_pda10/characters/ene_dozer_piggy/ene_dozer_piggy_husk" force="true" load="true"/>
<add from_db="true" path="effects/payday2/particles/explosions/molotov_grenade_pent_boss" type="effect">
<effect load="true" path="effects/payday2/particles/explosions/molotov_grenade_pent_boss"/>
</add>
<!--Spring-->
<sequence_manager path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spring/ene_spring_contour" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<object path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" load="true" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_spring/ene_spring_husk" load="true" force="false"/>
<unit_mat_seq path="units/pd2_dlc_vip/weapons/wpn_npc_hmg_spring/wpn_npc_hmg_spring" load="true"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_back/ene_acc_bulldozer_back" load="true" force="false"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_neck/ene_acc_bulldozer_neck" load="true" force="false"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_throat/ene_acc_bulldozer_throat" load="true" force="false"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_chest/ene_acc_bulldozer_chest" load="true" force="false"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_stomache/ene_acc_bulldozer_stomache" load="true" force="false"/>
<unit_obj path="units/pd2_dlc_vip/characters/ene_spring/debris/ene_acc_bulldozer_throat/ene_acc_bulldozer_throat" load="true" force="false"/>
<texture path="units/pd2_dlc_vip/characters/ene_spring/spring_df" force="false"/>
<texture path="units/pd2_dlc_vip/characters/ene_spring/heads_spring_df" force="false"/>
<texture path="units/pd2_dlc_vip/characters/ene_spring/heads_spring_il" force="false"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/spring_glass_op" force="false" load="true"/>
<!--Spring's Ben Boi-->
<unit path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" load="true"/>
<unit path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun_husk" load="true"/>
<model path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" />
<object path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" />
<sequence_manager path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" />
<material_config path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" />
<material_config path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun_contour" />
<cooked_physics path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/ene_bulldozer_minigun" />
<df_nm path="units/pd2_mod_omnia/characters/shared_textures/bulldozer_omnia_helmet" force="true"/>
<texture path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/bulldozer_minigun_df" force="true"/>
<texture path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/bulldozer_minigun_helmet_df" force="true"/>
<!--OMNIA BENELLI DOZER BITS-->
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/debris/ene_acc_bulldozer_helmet/ene_acc_bulldozer_helmet" load="false"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/debris/ene_acc_bulldozer_helmet_plate/ene_acc_bulldozer_helmet_plate" load="false"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/debris/ene_acc_bulldozer_neck/ene_acc_bulldozer_neck" load="false"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_minigun/debris/ene_acc_bulldozer_throat/ene_acc_bulldozer_throat" load="false"/>
<!--Spring's Saiga Boi-->
<unit path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" load="true"/>
<unit path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2_husk" load="true"/>
<model path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" />
<object path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" />
<sequence_manager path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" />
<material_config path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" />
<material_config path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2_contour" />
<cooked_physics path="units/pd2_mod_omnia/characters/ene_bulldozer_2/ene_bulldozer_2" />
<texture path="units/pd2_mod_omnia/characters/shared_textures/bulldozer_saiga_df" force="true"/>
<texture path="units/pd2_mod_omnia/characters/ene_bulldozer_2/bulldozer_saiga_helmet_df" force="true"/>
<!--OMNIA SAIGA DOZER BITS-->
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_2/debris/ene_acc_bulldozer_helmet/ene_acc_bulldozer_helmet" load="false"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_2/debris/ene_acc_bulldozer_neck/ene_acc_bulldozer_neck" load="false"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_bulldozer_2/debris/ene_acc_bulldozer_throat/ene_acc_bulldozer_throat" load="false"/>
<!-- OMNIA taster -->
<object path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser" force="false"/>
<cooked_physics path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser" force="false"/>
<model path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser" force="false"/>
<unit path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser" force="false" load="true"/>
<material_config path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser" force="false"/>
<material_config path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser_contour" force="false"/>
<unit path="units/pd2_mod_omnia/characters/ene_omnia_taser/ene_omnia_taser_husk" force="false" load="true"/>
<df_nm path="units/pd2_mod_omnia/characters/shared_textures/taser_body"/>
<texture path="units/pd2_mod_omnia/characters/shared_textures/eyes_il"/>
<df_nm path="units/pd2_mod_omnia/characters/shared_textures/heads_atlas_omnia"/>
<!--Autumn-->
<sequence_manager path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn_contour" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn_cloaked" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" force="false"/>
<object path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn" load="true" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_autumn/ene_vip_autumn_husk" load="true" force="false"/>
<texture path="units/pd2_dlc_vip/characters/ene_vip_autumn/autumn_df" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/ene_vip_autumn/autumn_head_df" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/ene_vip_autumn/autumn_glow_df" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/ene_vip_autumn/autumn_head_glow_df" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/ene_vip_autumn/autumn_cloak_glow_df" force="false" load="true"/>
<!--Autumn's Squad-->
<!--OMNIA spooky boi-->
<model path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook"/>
<object path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook"/>
<sequence_manager path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook"/>
<unit path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook" load="true"/>
<cooked_physics path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook"/>
<material_config path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook"/>
<material_config path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook_contour"/>
<unit path="units/pd2_mod_omnia/characters/ene_omnia_spook/ene_omnia_spook_husk" load="true"/>
<texture path="units/pd2_mod_omnia/characters/ene_omnia_spook/spook_heavy_df"/>
<texture path="units/pd2_mod_omnia/characters/ene_omnia_spook/nvg_df"/>
<texture path="units/pd2_mod_omnia/characters/ene_omnia_spook/nvg_nm"/>
<!--OMNIA Cloaker Debris-->
<!--head-->
<cooked_physics path="units/pd2_mod_omnia/characters/ene_omnia_spook/debris/ene_omnia_spook_head_debris"/>
<unit_mat path="units/pd2_mod_omnia/characters/ene_omnia_spook/debris/ene_omnia_spook_head_debris" load="false"/>
<!--body-->
<cooked_physics path="units/pd2_mod_omnia/characters/ene_omnia_spook/debris/ene_omnia_spook_upper_body_debris"/>
<unit_obj path="units/pd2_mod_omnia/characters/ene_omnia_spook/debris/ene_omnia_spook_upper_body_debris" load="false"/>
<!--end debris-->
<!--OMNIA Titan Spooc-->
<unit path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1" load="true"/>
<unit path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1_husk" load="true"/>
<model path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<object path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<sequence_manager path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1_cloaked"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spook_cloak_1/ene_spook_cloak_1_contour"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/spook_cloak_df" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/spook_cloak_dead_df" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/nvg_df" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/nvg_nm" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/spook_cloak_nm" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/titan_il"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/spook_cloak_glow_df" load="true"/>
<!--DRAK Titan Cloaker (why would Shado--- i mean Autumn hang around with DRAK clonkers?)-->
<model path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<object path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<sequence_manager path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<unit path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1" load="true"/>
<cooked_physics path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<material_config path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1"/>
<material_config path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1_cloaked"/>
<material_config path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1_contour"/>
<unit path="units/pd2_mod_reapers/characters/ene_spook_cloak_1/ene_spook_cloak_1_husk" load="true"/>
<texture path="units/pd2_mod_reapers/characters/shared_textures/cloaker_head_df" load="true"/>
<texture path="units/pd2_mod_reapers/characters/shared_textures/cloaker_head_nm" load="true"/>
<texture path="units/pd2_mod_reapers/characters/shared_textures/cloaker_body_df" load="true"/>
<texture path="units/pd2_mod_reapers/characters/shared_textures/spook_il" />
<effect path="units/pd2_mod_reapers/effects/particles/character/cloaker_goggle" load="true"/>
<cooked_physics path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx"/>
<model path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx"/>
<object path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx"/>
<material_config path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx"/>
<material_config path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx_cloaked"/>
<sequence_manager path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx"/>
<unit path="units/pd2_dlc_vip/weapons/wpn_npc_mpx/wpn_npc_mpx" load="false"/>
<effect path="effects/payday2/particles/spook_cloak/spook_cloak_smoke" load="true"/>
<effect path="effects/particles/character/titan_goggle" load="true"/>
<!--Winter with his cool cigar (Jarey)-->
<material_config path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1" force="true"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1_contour" force="true"/>
<sequence_manager path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1"/>
<model path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1" force="true"/>
<object path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1" force="true"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1" force="true" load="true"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_1/ene_vip_1_husk" force="true" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_gear_df"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_gear_nm"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_gear_il"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_body_df" force="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_head_df" force="true"/>
<!--Winter with his cool shield (Jarey)-->
<!--doesn't exist yet :c NVM IT DOES NOW BAYBEEEEEE-->
<model path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/ene_acc_shield_vip" force="true"/>
<object path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/ene_acc_shield_vip" force="true"/>
<unit path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/ene_acc_shield_vip" force="true" load="true"/>
<unit path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/ene_acc_shield_vip_dummy" load="true"/>
<sequence_manager path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/ene_acc_shield_vip"/>
<texture path="units/pd2_dlc_vip/characters/ene_acc_shield_vip/shield_vip_df" force="true"/>
<!--Cigar smoke for Winters-->
<effect path="effects/particles/character/cigarette_smoke_winters" load="true"/>
<!--Winter AssFuckeng Squad-->
<!--OMNIA SWAT Helmet-->
<unit_mat path="units/pd2_mod_omnia/characters/ene_omnia_city_helmet/ene_omnia_city_helmet" force="false" load="true"/>
<model path="units/pd2_dlc_vip/characters/ene_phalanx_1/ene_phalanx_1" force="true"/>