;Note: Ignore distance is only checked if danger was produced by game_object.enemy with the exception of grenade and ent. corpse

[danger_inertion] ;May use condlists from xr_condition
grenade 		= 6000
entity_corpse 	= 60000
entity_attacked = 30000
attacked 		= 120000
bullet_ricochet = 250000
enemy_sound 	= 45000
attack_sound 	= 45000
entity_death 	= 30000
hit				= 126000
sound			= 25000
visual			= 45000

[danger_object] ;Ignore distances squared -- May use condlists from xr_condition
grenade 		= 400
entity_corpse 	= 10000
entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
attacked 		= 90000
bullet_ricochet = 16
enemy_sound 	= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
attack_sound 	= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
entity_death 	= {=is_heavy_rain} 225,{=is_rain} 400, 1000
hit 			= 22500
sound			= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
visual			= {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500

[danger_inertion_actor] ;May use condlists from xr_condition
grenade 		= 6000
entity_corpse 	= 60000
entity_attacked = 30000
attacked 		= 120000
bullet_ricochet = 5000
enemy_sound 	= 45000
attack_sound 	= {=actor_enemy} 45000, 3000
entity_death 	= 30000
hit				= 126000
sound			= 25000
visual			= 45000

[danger_object_actor] ;Ignore distances squared -- May use condlists from xr_condition
grenade 		= 400
entity_corpse 	= 60000
entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
attacked 		= 90000
bullet_ricochet = {=actor_enemy} 250000, 10000
enemy_sound 	= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
attack_sound 	= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
entity_death 	= {=is_heavy_rain} 225,{=is_rain} 400, 1000
hit 			= 22500
sound			= {=is_heavy_rain} 900, {=is_rain} 2500, 5625
visual			= {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500