Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,269 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; camp 2
[logic@bar_dolg_general_animpoint_kamp2]
active = animpoint@bar_dolg_general_animpoint_kamp2
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp2]
cover_name = bar_dolg_general_animpoint_kamp2
use_camp = true
on_info = {=surge_started} walker@hide_2
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp6
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_2
[walker@hide_2]
path_walk = surge_12_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp2
[logic@bar_dolg_general_animpoint_kamp6]
active = animpoint@bar_dolg_general_animpoint_kamp6
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp6]
cover_name = bar_dolg_general_animpoint_kamp6
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp2
[animpoint@bar_smart_cover_otzhiman_2]
cover_name = bar_smart_cover_otzhiman_2
use_camp = false
on_info = {=surge_started} walker@hide_2
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp2
; camp 3
[logic@bar_dolg_general_animpoint_kamp3]
active = animpoint@bar_dolg_general_animpoint_kamp3
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp3]
cover_name = bar_dolg_general_animpoint_kamp3
use_camp = true
on_info = {=surge_started} walker@hide_3
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp7
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_3
[walker@hide_3]
path_walk = surge_13_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp3
[logic@bar_dolg_general_animpoint_kamp7]
active = animpoint@bar_dolg_general_animpoint_kamp7
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp7]
cover_name = bar_dolg_general_animpoint_kamp7
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp3
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_3]
cover_name = bar_smart_cover_otzhiman_3
use_camp = false
on_info = {=surge_started} walker@hide_3
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp3
; camp 4
[logic@bar_dolg_general_animpoint_kamp4]
active = animpoint@bar_dolg_general_animpoint_kamp4
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp4]
cover_name = bar_dolg_general_animpoint_kamp4
use_camp = true
on_info = {=surge_started} walker@hide_4
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp8
turn_on_campfire = true
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_4
[walker@hide_4]
path_walk = surge_14_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp4
[logic@bar_dolg_general_animpoint_kamp8]
active = animpoint@bar_dolg_general_animpoint_kamp8
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp8]
cover_name = bar_dolg_general_animpoint_kamp8
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp4
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_4]
cover_name = bar_smart_cover_otzhiman_4
use_camp = false
on_info = {=surge_started} walker@hide_4
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp4
; (duty guard 1)
[logic@bar_dolg_general_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 46
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
; =======================
; ------------ NIGHT -------------
; =======================
; (duty guard 1)
[logic@bar_dolg_general_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
@@ -0,0 +1,324 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; angar 1
[logic@bar_visitors_animp_01_day]
active = animpoint@day_1
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_1]
cover_name = bar_visitors_animpoint_kamp1
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_02_day]
active = animpoint@day_2
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_2]
cover_name = bar_visitors_animpoint_kamp2
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_03_day]
active = animpoint@day_3
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_3]
cover_name = bar_visitors_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; angar 2
[logic@bar_visitors_animp_04_day]
active = animpoint@day_4
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_4]
cover_name = bar_visitors_animpoint_kamp4
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_05_day]
active = animpoint@day_5
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_5]
cover_name = bar_visitors_animpoint_kamp5
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_06_day]
active = animpoint@day_6
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_6]
cover_name = bar_visitors_animpoint_kamp6
use_camp = true
turn_on_campfire = true
; angar 3
[logic@bar_visitors_animp_07_day]
active = animpoint@day_7
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_7]
cover_name = bar_visitors_animpoint_kamp7
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_08_day]
active = animpoint@day_8
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_8]
cover_name = bar_visitors_animpoint_kamp8
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_09_day]
active = animpoint@day_9
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_9]
cover_name = bar_visitors_animpoint_kamp9
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; angar 1
[logic@bar_visitors_animp_01_night]
active = beh@night_1
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_1]:beh@sleep
pt1 = 20000, sleep | pos: 132.3, 1.2131, 61.6 look: 131.2053, 0.096, 61.0576
[logic@bar_visitors_animp_02_night]
active = beh@night_2
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_2]:beh@sleep
pt1 = 20000, sleep | pos: 128.8, 1.1842, 57.4 look: 129.6803, 0.094, 58.5642
; angar 2
[logic@bar_visitors_animp_03_night]
active = beh@night_3
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_3]:beh@sleep
pt1 = 20000, sleep | pos: 98.7, 1.1717, 89.6 look: 98.2293, 0.0957, 88.0359
[logic@bar_visitors_animp_04_night]
active = beh@night_4
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_4]:beh@sleep
pt1 = 20000, sleep | pos: 101.5, 1.2076, 93.1 look: 100.027, 0.099, 92.2481
[logic@bar_visitors_animp_05_night]
active = beh@night_5
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_5]:beh@sleep
pt1 = 20000, sleep | pos: 98.7, 1.2209, 95.9 look: 98.7961, 0.0958, 97.6252
[logic@bar_visitors_animp_06_night]
active = beh@night_6
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_6]:beh@sleep
pt1 = 20000, sleep | pos: 95.2, 1.3825, 93.8 look: 95.331, 0.0997, 95.8089
[logic@bar_visitors_animp_07_night]
active = beh@night_7
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_7]:beh@sleep
pt1 = 20000, sleep | pos: 95.9, 1.2147, 98 look: 97.7153, 0.0983, 97.8088
[logic@bar_visitors_animp_08_night]
active = beh@night_8
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_8]:beh@sleep
pt1 = 20000, sleep | pos: 95.9, 1.2076, 100.8 look: 97.1911, 0.0984, 100.7822
[logic@bar_visitors_animp_09_night]
active = beh@night_9
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_9]:beh@sleep
pt1 = 20000, sleep | pos: 102.2, 1.1842, 98 look: 102.1512, 0.0918, 96.1086
; angar 3
[logic@bar_visitors_animp_10_night]
active = beh@night_10
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_10]:beh@sleep
pt1 = 20000, sleep | pos: 119, 0.9922, 120.4 look: 120.9482, 0.005, 120.6092
[logic@bar_visitors_animp_11_night]
active = beh@night_11
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_11]:beh@sleep
pt1 = 20000, sleep | pos: 118.3, 0.9922, 125.3 look: 118.1458, 0.0028, 123.8632
; duty outside
[logic@bar_visitors_animp_12_night]
active = beh@night_12
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 60
[beh@night_12]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 204.4, 1.0125, 86.1 look: 204.4918, -0.0003, 87.5712
[logic@bar_visitors_animp_13_night]
active = beh@night_13
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 61
[beh@night_13]:beh@sleep
pt1 = 20000, sleep | pos: 201.6, 1.0187, 88.2 look: 202.761, 0.0418, 87.9809
[logic@bar_visitors_animp_14_night]
active = beh@night_14
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 60
[beh@night_14]:beh@sleep
pt1 = 20000, sleep | pos: 201.6, 0.9086, 91 look: 203.3551, -0.0007, 90.9286
[logic@bar_visitors_animp_15_night]
active = beh@night_15
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 61
[beh@night_15]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 205.8, 1.014, 86.1 look: 205.5143, -0.0173, 87.6764
; duty inside
[logic@bar_visitors_animp_16_night]
active = beh@night_16
suitable = {!surge_started =is_night =npc_community(dolg)} true
prior = 60
[beh@night_16]:beh@sleep
pt1 = 20000, sleep | pos: 218.4, -4.1365, 123.2 look: 218.5407, -5.4499, 125.8998
[logic@bar_visitors_animp_17_night]
active = beh@night_17
suitable = {!surge_started =is_night =npc_community(dolg)} true
prior = 61
[beh@night_17]:beh@sleep
pt1 = 20000, sleep | pos: 220.5, -4.1451, 123.2 look: 220.2468, -5.4495, 125.932
@@ -0,0 +1,28 @@
![walker@at_hole]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} walker@at_hole
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 116.2, -4.3185, 15.4 look: 114.8476, -5.3077, 15.4036
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@stand
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 226.1, -4.4496, 123.9 look: 224.388, -5.4487, 126.6542
@@ -0,0 +1,27 @@
![beh@general]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} beh@bar_dolg_medic
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 193.2, 1.0921, 123.2 look: 195.7656, -0.0004, 122.4175
@@ -0,0 +1,27 @@
![animpoint@base]
on_info5 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@base
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 117.6, 1.199, 65.8 look: 117.4726, 0.0946, 67.9902
@@ -0,0 +1,19 @@
![exclusive]
!bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
!bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
!bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_1 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_4 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_1 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_4 = bar\bar_dolg_general_logic_xcvb.ltx
@@ -0,0 +1,48 @@
![exclusive]
!bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp4 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp5 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_01_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_02_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_03_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_04_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_05_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_06_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_07_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_08_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_09_day = bar\bar_visitors_logic_xcvb.ltx
; angar 1
bar_visitors_animp_01_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_02_night = bar\bar_visitors_logic_xcvb.ltx
; angar 2
bar_visitors_animp_03_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_04_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_05_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_06_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_07_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_08_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_09_night = bar\bar_visitors_logic_xcvb.ltx
; angar 3
bar_visitors_animp_10_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_11_night = bar\bar_visitors_logic_xcvb.ltx
; duty outside
bar_visitors_animp_12_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_13_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_14_night = bar\bar_visitors_logic_xcvb.ltx
;bar_visitors_animp_15_night = bar\bar_visitors_logic_xcvb.ltx
; duty bunker
bar_visitors_animp_16_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_17_night = bar\bar_visitors_logic_xcvb.ltx