entityDef exhale1_burger_health {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"burger_health"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/filler/burgereat.lwo"
	"size"					"128 158 32"
	"inv_name"				"burger health"
	"inv_health"			"35"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}
entityDef exhale1_exploding_moveable_fireext {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/base/misc/fireext.ase"
	"density"					"0.01"
	"friction"					"0.2"
	"bouncyness"				"0.2"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"-16 -16 0"
	"editor_maxs"				"16 16 48"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
	"snd_bounce"				"metal_barrel_impact"
	
}
entityDef exhale1_healthcone {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"health"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"

	"spawnclass"			"idItem"
	"size"					"?"
	"inv_name"				"REGENERATING"
	"inv_health"			"5"
	"inv_item"				"2"
	"inv_armor" 			"5"
	"snd_acquire"			"guisounds_health"
	"respawn"			"0"
}
entityDef exhale1_burger_health_boxclosed {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"burger_health"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/filler/burgerboxclose.lwo"
	"size"					"128 158 32"
	"inv_name"				"burger health"
	"inv_health"			"35"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}
entityDef exhale1_burger_health_boxoppened {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"burger_health"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/filler/burgerboxopen.lwo"
	"size"					"128 158 32"
	"inv_name"				"burger health"
	"inv_health"			"35"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}
entityDef exhale1_coffee_stimulant {
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"
	"editor_rotatable"		"1"

	"editor_usage"			"coffee"

	"spawnclass"			"idItemPowerup"
	"model" 				"models/mapobjects/filler/foamcup.lwo"
	"respawn"				"0"
	"time"					"60"
	"nopulse"				"1"
	"spin"					"0"
	"type"					"3"	// MUST MATCH ONE OF THE DEFINES IN PLAYER.H
	"size"					"32 32 32"
	"inv_name"				"coffee"
	"inv_item"				"2"
	"snd_acquire"			"pickup_adrenaline"
		
}

entityDef exhale1_cola_stimulant {
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"
	"editor_rotatable"		"1"

	"editor_usage"			"cola"

	"spawnclass"			"idItemPowerup"
	"model" 				"models/mapobjects/filler/cola1.lwo"
	"respawn"				"0"
	"time"					"30"
	"nopulse"				"1"
	"spin"					"0"
	"type"					"3"	// MUST MATCH ONE OF THE DEFINES IN PLAYER.H
	"size"					"32 32 32"
	"inv_name"				"cola"
	"snd_acquire"			"pickup_adrenaline"
	"inv_item"				"2"
		
}

entityDef exhale1_cola2_stimulant {
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"
	"editor_rotatable"		"1"

	"editor_usage"			"cola"

	"spawnclass"			"idItemPowerup"
	"model" 				"models/mapobjects/filler/cola2.lwo"
	"respawn"				"0"
	"time"					"30"
	"nopulse"				"1"
	"spin"					"0"
	"type"					"3"	// MUST MATCH ONE OF THE DEFINES IN PLAYER.H
	"size"					"32 32 32"
	"inv_name"				"cola2"
	"snd_acquire"			"pickup_adrenaline"
	"inv_item"				"2"
		
}
entityDef exhale1_Health_Lunch {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"burger_health"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/filler/lunchbag.lwo"
	"size"					"128 158 32"
	"inv_name"				"Healthy Lunch"
	"inv_health"			"50"
	"inv_armor" 			"50"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}
entityDef exhale1_water_bottle {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"water"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/lab/bottle1/bottle1.lwo"
	"size"					"128 158 32"
	"inv_name"				"AHH WATER"
	"inv_health"			"1"
	"inv_armor" 			"1"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}
entityDef exhale1_infushion_health {
	"inherit"				"item_default"
	"editor_color"			".3 .3 1"
	"editor_mins"			"-16 -16 0"
	"editor_maxs"			"16 16 32"

	"editor_usage"			"infushion health"

	"spawnclass"			"idItem"
	"model" 				"models/mapobjects/lab/infusion/infusion.lwo"
	"size"					"128 158 32"
	"inv_name"				"burger health"
	"inv_health"			"100"
	"inv_item"				"2"
	"snd_acquire"			"guisounds_health"
	"dropToFloor"			"1"
}

entityDef exhale1_exploding_comrack {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/cpu/comrack.lwo"
	"density"					"0.1"
	"friction"					"0.8"
	"bouncyness"				"0.0"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}

entityDef exhale1_exploding_comrack2 {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/cpu/comrack2.lwo"
	"density"					"0.1"
	"friction"					"0.8"
	"bouncyness"				"0.0"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}
entityDef exhale1_exploding_boxmonitor {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/cpu/boxmonitor1.lwo"
	"density"					"0.02"
	"friction"					"0.1"
	"bouncyness"				"0.2"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}
entityDef exhale1_exploding_comcenter {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/cpu/comcenter.lwo"
	"density"					"0.08"
	"friction"					"0.3"
	"bouncyness"				"0.1"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"

}
entityDef exhale1_exploding_arcademachine {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/arcade_machine/arcade_machine.lwo"
	"density"					"0.1"
	"friction"					"0.8"
	"bouncyness"				"0.0"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}
entityDef exhale1_exploding_deltakiosk {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/deltakiosk/deltakiosk.lwo"
	"density"					"0.1"
	"friction"					"0.8"
	"bouncyness"				"0.0"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}
entityDef exhale1_exploding_mcitydoor {
	"inherit"					"moveable_base_fixed"
	"model"						"models/mapobjects/doors/mcitydoor.lwo"
	"density"					"1.0"
	"friction"					"1.0"
	"bouncyness"				"0.0"
	"editor_color"				"0 .5 .8"
	"editor_mins"				"?"
	"editor_maxs"				"?"
	"editor_rotatable"			"1"
	

	"editor_usage"					"Moveable barrel. Works just like a func_moveable. However the barrel"
	"editor_usage1"					"has special handling to make it appear more round. This version also explodes when damaged enough."
	"editor_usage2"					"Only add model, model_detonate or model_burn or health to override defaults"
	"editor_var burn"				"number of seconds to burn before exploding."
	"editor_model model_damage"		"model to leave as damaged base"
	"editor_model model_detonate"	"ips model to switch to for explosion."
	"editor_model model_burn"		"ips model to show when on fire."
	"editor_var def_debris"			"add as many as you like, debris1, debris2, etc.. "
	"editor_var health"				"how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion"
	"editor_var respawn"			"if non zero the number of seconds to respawn after killed"
	"editor_var respawn_range"		"no player in distance range to actually respawn - default 256"
	"editor_var respawn_again"		"try again in seconds if player in range - default 10"
	"editor_var triggerTargets"		"if set to 1 will trigger targets after being killed"
	"editor_mat mtr_lightExplode"	"light shader to use for explosion"
	"editor_mat mtr_lightBurn"		"light shader to use for burning"
	"editor_mat mtr_burnmark"		"shader to use for burn decal"
	"editor_var triggerOnRespawn"	"if set to no zero will trigger targets this many seconds after being killed"
	
	"spawnclass"				"idExplodingBarrel"
	"def_splash_damage"			"damage_explodingbarrel"
	"mtr_lightexplode"			"lights/impflash"
	"mtr_burnmark"				"textures/decals/ballburn01"
	"light_radius"				"300"
	"health"					"25"
	"snd_explode"				"barrel_explosions"
		
}



