<world>
    <plugins>
        <plugin name="bezier">crystalspace.mesh.loader.bezier</plugin>
        <plugin name="bezierFact">crystalspace.mesh.loader.factory.bezier</plugin>
        <plugin name="spr3dFact">crystalspace.mesh.loader.factory.sprite.3d</plugin>
        <plugin name="spr3dMD2Fact">crystalspace.mesh.loader.factory.sprite.3d.md2</plugin>
        <plugin name="spr3d">crystalspace.mesh.loader.sprite.3d</plugin>
        <plugin name="spr2dFact">crystalspace.mesh.loader.factory.sprite.2d</plugin>
        <plugin name="spr2d">crystalspace.mesh.loader.sprite.2d</plugin>
        <plugin name="meshFact">crystalspace.mesh.loader.factory.genmesh</plugin>
        <plugin name="mesh3DSFact">crystalspace.mesh.loader.factory.genmesh.3ds</plugin>
        <plugin name="mesh">crystalspace.mesh.loader.genmesh</plugin>
        <plugin name="instFact">crystalspace.mesh.loader.factory.instmesh</plugin>
        <plugin name="inst">crystalspace.mesh.loader.instmesh</plugin>
        <plugin name="dotsTxt">crystalspace.texture.loader.dots</plugin>
        <plugin name="fireTxt">crystalspace.texture.loader.fire</plugin>
        <plugin name="protoFact">crystalspace.mesh.loader.factory.protomesh</plugin>
        <plugin name="proto">crystalspace.mesh.loader.protomesh</plugin>
        <plugin name="particlesFact">crystalspace.mesh.loader.factory.particles</plugin>
        <plugin name="particles">crystalspace.mesh.loader.particles</plugin>
    </plugins>
    <textures>
        <texture name="christmasTree.png">
            <file>christmasTree.png</file>
        </texture>
        <texture name="tree">
            <file>/lib/stdtex/tree.gif</file>
        </texture>
        <texture name="oldmetal.gif">
            <file>/lib/stdtex/oldmetal.jpg</file>
        </texture>
        <texture name="parket.gif">
            <file>/lib/stdtex/parket.jpg</file>
        </texture>
        <texture name="asphalt.gif">
            <file>/lib/stdtex/asphalt.jpg</file>
        </texture>
        <texture name="mosaic.gif">
            <file>/lib/stdtex/mosaic.jpg</file>
        </texture>
        <texture name="mosholes.gif">
            <file>/lib/stdtex/mosholes.png</file>
            <transparent red="1" green="0" blue="0" />
        </texture>
        <texture name="bricks.gif">
            <file>/lib/stdtex/bricks.jpg</file>
        </texture>
        <texture name="oldbrick.gif">
            <file>/lib/stdtex/oldbrick.jpg</file>
        </texture>
        <texture name="window.gif">
            <file>/lib/stdtex/window.jpg</file>
        </texture>
        <texture name="red.gif">
            <file>/lib/stdtex/red.jpg</file>
        </texture>
        <texture name="green.gif">
            <file>/lib/stdtex/green.jpg</file>
        </texture>
        <texture name="blue.gif">
            <file>/lib/stdtex/blue.jpg</file>
        </texture>
        <texture name="yellow.gif">
            <file>/lib/stdtex/yellow.jpg</file>
        </texture>
        <texture name="sky.gif">
            <file>/lib/stdtex/sky.jpg</file>
        </texture>
        <texture name="misty.gif">
            <file>/lib/stdtex/misty.jpg</file>
        </texture>
        <texture name="raindrop">
            <file>/lib/std/raindrop.png</file>
        </texture>
        <texture name="snow">
            <file>/lib/std/snow.jpg</file>
        </texture>
        <texture name="spark">
            <file>/lib/std/spark.png</file>
        </texture>
        <texture name="white.gif">
            <file>/lib/std/white.gif</file>
        </texture>
        <texture name="flare_center">
            <file>/lib/stdtex/flare_center.jpg</file>
        </texture>
        <texture name="flare_spark1">
            <file>/lib/stdtex/flare_rbow.jpg</file>
        </texture>
        <texture name="flare_spark2">
            <file>/lib/stdtex/flare_purp.jpg</file>
        </texture>
        <texture name="flare_spark3">
            <file>/lib/stdtex/flare_picir.jpg</file>
        </texture>
        <texture name="flare_spark4">
            <file>/lib/stdtex/flare_grcir.jpg</file>
        </texture>
        <texture name="flare_spark5">
            <file>/lib/stdtex/flare_pink.jpg</file>
        </texture>
        <texture name="blobby.jpg" file="/lib/stdtex/blobby.jpg" />
        <texture name="fire">
            <type>fireTxt</type>
        </texture>
        <texture name="water">
            <type>crystalspace.texture.loader.water</type>
        </texture>
        <texture name="dots">
            <type>dotsTxt</type>
        </texture>
        <texture name="plasma">
            <type>crystalspace.texture.loader.plasma</type>
        </texture>
        <texture name="billboard" file="/lib/std/cslogods.png" />
        <texture name="seagull" file="/lib/std/seagull.gif" />
        <texture name="flickernote">
            <file>/lib/stdtex/flicker-note1.png</file>
        </texture>
        <texture name="yellowcheckers">
            <!-- Our favorite 'not found' texture - 
	         just yellow & wanted this time :) -->
            <type>crystalspace.texture.loader.checkerboard</type>
            <size width="16" height="16" />
            <params>
                <depth>4</depth>
                <color red="1" green="0.8" blue="0.1" />
            </params>
        </texture>
        <texture name="topping">
            <file>/lib/stdtex/topping.png</file>
        </texture>
        <!-- Cube map specification with separate images: -->
        <!--texture name="reflection">
	  <type>crystalspace.texture.loader.cubemap</type>
	  <params>
	    <north>/lib/cubemap/cubemap_fr.jpg</north>
	    <south>/lib/cubemap/cubemap_bk.jpg</south>
	    <east>/lib/cubemap/cubemap_rt.jpg</east>
	    <west>/lib/cubemap/cubemap_lf.jpg</west>
	    <top>/lib/cubemap/cubemap_up.jpg</top>
	    <bottom>/lib/cubemap/cubemap_dn.jpg</bottom>
	  </params>
	</texture-->
        <texture name="reflection">
            <file>cube_street.dds</file>
        </texture>
        <texture name="mosaic-detail">
            <file>mosaic-detail.dds</file>
        </texture>
        <texture name="oldbrick_h.png">
            <file>oldbrick_h.png</file>
        </texture>
        <texture name="bricks_n.png" file="/lev/stenciltest/bricks_n.png" />
        <texture name="lightmap_room_walls_0">
            <file>lightmaps/lightmap_room_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_room_walls_1">
            <file>lightmaps/lightmap_room_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_test2_walls_0">
            <file>lightmaps/lightmap_test2_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_test2_walls_1">
            <file>lightmaps/lightmap_test2_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_doorway_walls_0">
            <file>lightmaps/lightmap_doorway_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_large_walls_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_walls_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
                <map lightid="447515093a53b4264df2cd55ca34226b">lightmaps/lightmap_large_walls_0_pd_447515093a53b4264df2cd55ca34226b.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_button1_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_button1_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_button1_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_wavyPortal_0">
            <file>lightmaps/lightmap_large_wavyPortal_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_large_wavyPortal_1">
            <file>lightmaps/lightmap_large_wavyPortal_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_large_switchBoard_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_switchBoard_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_switchBoard_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_handle1_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_handle1_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_handle1_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_handle2_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_handle2_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_handle2_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_handle3_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_handle3_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_handle3_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_rot_door1_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_rot_door1_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="447515093a53b4264df2cd55ca34226b">lightmaps/lightmap_large_rot_door1_0_pd_447515093a53b4264df2cd55ca34226b.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_s_large2_0">
            <file>lightmaps/lightmap_large_s_large2_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_large_stair_railD_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_railD_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_railD_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_railU_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_railU_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_railU_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_rail1_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_rail1_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_rail1_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_rail2_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_rail2_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_rail2_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_rail3_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_rail3_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_rail3_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_rail4_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_rail4_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_rail4_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair_rail5_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair_rail5_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair_rail5_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair1_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair1_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair1_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair2_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair2_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair2_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair3_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair3_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair3_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair4_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair4_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair4_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair5_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair5_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair5_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair6_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair6_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair6_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair7_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair7_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair7_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_large_stair8_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_large_stair8_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_large_stair8_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_win3a_walls_transp_0">
            <file>lightmaps/lightmap_win3a_walls_transp_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win3a_walls_0">
            <file>lightmaps/lightmap_win3a_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win3a_walls_1">
            <file>lightmaps/lightmap_win3a_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win3b_walls_transp_0">
            <file>lightmaps/lightmap_win3b_walls_transp_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win3b_walls_0">
            <file>lightmaps/lightmap_win3b_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win3b_walls_1">
            <file>lightmaps/lightmap_win3b_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_door2_walls_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_door2_walls_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_door2_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
            </params>
        </texture>
        <texture name="lightmap_door2_walls_1">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_door2_walls_1.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_door2_walls_1_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        </texture>
        <texture name="lightmap_shapes_walls_transp_0">
            <file>lightmaps/lightmap_shapes_walls_transp_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_walls_0">
            <file>lightmaps/lightmap_shapes_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube2_0">
            <file>lightmaps/lightmap_shapes_cube2_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube3_0">
            <file>lightmaps/lightmap_shapes_cube3_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube4_0">
            <file>lightmaps/lightmap_shapes_cube4_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube5_0">
            <file>lightmaps/lightmap_shapes_cube5_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube6_0">
            <file>lightmaps/lightmap_shapes_cube6_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube7_0">
            <file>lightmaps/lightmap_shapes_cube7_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_cube8_0">
            <file>lightmaps/lightmap_shapes_cube8_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_prism3_1_0">
            <file>lightmaps/lightmap_shapes_prism3_1_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_prism4_1_0">
            <file>lightmaps/lightmap_shapes_prism4_1_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_circle1_0">
            <file>lightmaps/lightmap_shapes_circle1_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_band1_0">
            <file>lightmaps/lightmap_shapes_band1_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_shapes_band2_0">
            <file>lightmaps/lightmap_shapes_band2_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_door1_walls_0">
            <file>lightmaps/lightmap_door1_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_door1_walls_1">
            <file>lightmaps/lightmap_door1_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_room3_walls_0">
            <file>lightmaps/lightmap_room3_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_room3a_walls_0">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_room3a_walls_0.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_room3a_walls_0_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
            </params>
        </texture>
        <texture name="lightmap_room3a_walls_1">
            <type>crystalspace.texture.loader.pdlight</type>
            <file>lightmaps/lightmap_room3a_walls_1.png</file>
            <class>lightmap</class>
            <params>
                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_room3a_walls_1_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
            </params>
        </texture>
        <texture name="lightmap_uphole1_walls_0">
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            <file>lightmaps/lightmap_uphole2_walls_0.png</file>
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            <class>lightmap</class>
        </texture>
        <texture name="lightmap_hole1_walls_0">
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_hole1_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        <texture name="lightmap_hole4_walls_0">
            <file>lightmaps/lightmap_hole4_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_corridor_walls_0">
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_corridor_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        <texture name="lightmap_corridor_walls_1">
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_corridor_walls_1_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        <texture name="lightmap_hole1u_walls_0">
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            <class>lightmap</class>
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_hole1u_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        <texture name="lightmap_hole3u_walls_0">
            <file>lightmaps/lightmap_hole3u_walls_0.png</file>
            <class>lightmap</class>
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            <file>lightmaps/lightmap_hole4u_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_corridoru_walls_0">
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            <file>lightmaps/lightmap_corridoru_walls_0.png</file>
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_corridoru_walls_0_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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                <map lightid="fe2ba28a046fd726655b5ed67fb7dbe1">lightmaps/lightmap_corridoru_walls_1_pd_fe2ba28a046fd726655b5ed67fb7dbe1.png</map>
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        </texture>
        <texture name="lightmap_cor1_walls_1">
            <file>lightmaps/lightmap_cor1_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_win2a_walls_0">
            <file>lightmaps/lightmap_win2a_walls_0.png</file>
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        </texture>
        <texture name="lightmap_win2b_walls_0">
            <file>lightmaps/lightmap_win2b_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_door_walls_0">
            <file>lightmaps/lightmap_door_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_door_walls_1">
            <file>lightmaps/lightmap_door_walls_1.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_hall1_walls_transp_0">
            <file>lightmaps/lightmap_hall1_walls_transp_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_hall1_walls_0">
            <file>lightmaps/lightmap_hall1_walls_0.png</file>
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        <texture name="lightmap_hall2u_walls_0">
            <file>lightmaps/lightmap_hall2u_walls_0.png</file>
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        <texture name="lightmap_hall2l_walls_0">
            <file>lightmaps/lightmap_hall2l_walls_0.png</file>
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        </texture>
        <texture name="lightmap_hall2r_walls_0">
            <file>lightmaps/lightmap_hall2r_walls_0.png</file>
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        </texture>
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        <texture name="lightmap_hall3_walls_0">
            <file>lightmaps/lightmap_hall3_walls_0.png</file>
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        <texture name="lightmap_box_walls_transp_0">
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        </texture>
        <texture name="lightmap_box_walls_transp_1">
            <file>lightmaps/lightmap_box_walls_transp_1.png</file>
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        </texture>
        <texture name="lightmap_win1_walls_0">
            <file>lightmaps/lightmap_win1_walls_0.png</file>
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        </texture>
        <texture name="lightmap_street1_walls_transp_0">
            <file>lightmaps/lightmap_street1_walls_transp_0.png</file>
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        <texture name="lightmap_street1_walls_0">
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        </texture>
        <texture name="lightmap_street1_walls_1">
            <file>lightmaps/lightmap_street1_walls_1.png</file>
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        </texture>
        <texture name="lightmap_street1_car_0">
            <file>lightmaps/lightmap_street1_car_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_street1_carRoof_0">
            <file>lightmaps/lightmap_street1_carRoof_0.png</file>
            <class>lightmap</class>
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        <texture name="lightmap_street1_carRoof_1">
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            <file>lightmaps/lightmap_win4_walls_transp_0.png</file>
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            <file>lightmaps/lightmap_roof1_walls_0.png</file>
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        </texture>
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        </texture>
        <texture name="lightmap_street2_walls_1">
            <file>lightmaps/lightmap_street2_walls_1.png</file>
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        </texture>
        <texture name="lightmap_inside_walls_0">
            <file>lightmaps/lightmap_inside_walls_0.png</file>
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        </texture>
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            <file>lightmaps/lightmap_pool_walls_1.png</file>
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        <texture name="lightmap_pool_walls_2">
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            <file>lightmaps/lightmap_gang_walls_0.png</file>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang2_walls_0_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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            <class>lightmap</class>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang3_walls_0_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang3_walls_1_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_gang3_e1_0_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
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                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_gang3_e2_0_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
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                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_gang3_e3_0_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
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                <map lightid="db4227d870ffb4338b8ac2f28db5ea53">lightmaps/lightmap_gang3_c1_0_pd_db4227d870ffb4338b8ac2f28db5ea53.png</map>
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                <map lightid="db4227d870ffb4338b8ac2f28db5ea53">lightmaps/lightmap_gang3_c2_0_pd_db4227d870ffb4338b8ac2f28db5ea53.png</map>
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                <map lightid="db4227d870ffb4338b8ac2f28db5ea53">lightmaps/lightmap_gang3_c3_0_pd_db4227d870ffb4338b8ac2f28db5ea53.png</map>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang3_a1_0_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang3_a2_0_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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                <map lightid="9e3d7c2f65e288bf48c411e3e7bbbc45">lightmaps/lightmap_gang3_a3_0_pd_9e3d7c2f65e288bf48c411e3e7bbbc45.png</map>
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                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_gang4_walls_0_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
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                <map lightid="b02231c100dfdb2ed6206c0b2e6d47c2">lightmaps/lightmap_gang4_walls_1_pd_b02231c100dfdb2ed6206c0b2e6d47c2.png</map>
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            <file>lightmaps/lightmap_gang5_walls_0.png</file>
            <class>lightmap</class>
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            <file>lightmaps/lightmap_gang5_walls_1.png</file>
            <class>lightmap</class>
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        <texture name="lightmap_gang5a_walls_0">
            <file>lightmaps/lightmap_gang5a_walls_0.png</file>
            <class>lightmap</class>
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        <texture name="lightmap_gang5b_walls_0">
            <file>lightmaps/lightmap_gang5b_walls_0.png</file>
            <class>lightmap</class>
        </texture>
        <texture name="lightmap_biglight_walls_0">
            <file>lightmaps/lightmap_biglight_walls_0.png</file>
            <class>lightmap</class>
        </texture>
    </textures>
    <variables>
        <variable name="Std Thing Angle" value="0.54321" />
        <variable name="Std Thing Range" value="50.5" />
        <variable name="Lightning Restore Color">
            <color red="0" green="0" blue="0" />
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    <shaderexpressions>
        <shaderexpression name="sinus">
            <sexp>(+ 1 (/ (sin &quot;standard time&quot;) 2))</sexp>
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    </shaderexpressions>
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        <shader>
            <file>/shader/reflect.xml</file>
        </shader>
        <shader>
            <file>/shader/reflect/reflectsphere.xml</file>
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            <params>
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                <manualcolors />
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            <zfill />
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        <light>
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        <plugin>crystalspace.mesh.loader.factory.genmesh</plugin>
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        <portals>
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    <meshfact name="factory_doorway_walls">
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            <zfill />
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                <v x="20" y="14" z="14" />
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                <v x="-20" y="14" z="20" />
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                <viscull />
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            <portal name="up3">
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                <v x="20" y="14" z="6" />
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                <v x="-20" y="14" z="12" />
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                <viscull />
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            <portal name="north2A">
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                <viscull />
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            <portal name="north2C">
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                <v x="-1" y="7" z="20" />
                <v x="-1" y="3" z="20" />
                <v x="-10" y="3" z="20" />
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                <viscull />
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            <portal name="north2E">
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                <v x="0" y="3" z="20" />
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                <viscull />
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            <portal name="north2G">
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                <v x="19" y="3" z="20" />
                <v x="10" y="3" z="20" />
                <sector>hole4</sector>
                <viscull />
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            <portal name="north4A">
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                <v x="-20" y="8" z="20" />
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                <viscull />
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            <portal name="north4C">
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                <v x="-1" y="12" z="20" />
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                <v x="-10" y="8" z="20" />
                <sector>hole2u</sector>
                <viscull />
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            <portal name="north4E">
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                <v x="9" y="8" z="20" />
                <v x="0" y="8" z="20" />
                <sector>hole3u</sector>
                <viscull />
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            <portal name="north4G">
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                <v x="19" y="12" z="20" />
                <v x="19" y="8" z="20" />
                <v x="10" y="8" z="20" />
                <sector>hole4u</sector>
                <viscull />
            </portal>
            <portal name="southB1">
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                <v x="-1" y="1" z="6" />
                <v x="-1" y="-1" z="6" />
                <v x="-4.76837e-007" y="-1" z="6" />
                <sector>doorway</sector>
                <viscull />
            </portal>
            <portal name="southD1">
                <v x="-10" y="4" z="6" />
                <v x="-12" y="4" z="6" />
                <v x="-12" y="-1" z="6" />
                <v x="-10" y="-1" z="6" />
                <sector>win1</sector>
                <viscull />
            </portal>
            <portal name="west1B">
                <v x="-20" y="3" z="10" />
                <v x="-20" y="3" z="16" />
                <v x="-20" y="-1" z="16" />
                <v x="-20" y="-1" z="10" />
                <sector>gang</sector>
                <viscull />
            </portal>
            <portal name="down2F">
                <v x="5" y="-1" z="16" />
                <v x="10" y="-1" z="16" />
                <v x="10" y="-1" z="11" />
                <v x="5" y="-1" z="11" />
                <sector>pool</sector>
                <viscull />
            </portal>
            <portal name="north1B1">
                <v x="-13" y="2.4" z="20" />
                <v x="-10.5" y="2.4" z="20" />
                <v x="-10.5" y="-1" z="20" />
                <v x="-13" y="-1" z="20" />
                <sector>door2</sector>
                <viscull />
            </portal>
            <portal name="north1D2">
                <v x="-8.5" y="2.4" z="20" />
                <v x="-6" y="2.4" z="20" />
                <v x="-6" y="0" z="20" />
                <v x="-8.5" y="0" z="20" />
                <sector>win3a</sector>
                <viscull />
            </portal>
            <portal name="north1F1">
                <v x="-5" y="2.4" z="20" />
                <v x="-2.5" y="2.4" z="20" />
                <v x="-2.5" y="-1" z="20" />
                <v x="-5" y="-1" z="20" />
                <sector>door1</sector>
                <viscull />
            </portal>
        </portals>
        <meshobj name="button1">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_button1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldmetal_0">
                    <material>oldmetal</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_button1_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <!--
	<portals name="wavyPortal">
	    <portal>
                <v x="0.2" y="2.8" z="-0.8" />
                <v x="0.2" y="2.8" z="0.8" />
                <v x="0.2" y="-1" z="0.8" />
                <v x="0.2" y="-1" z="-0.8" />
                <sector>wavySector</sector>
		<zfill />
		<float />
		<clip />
	    </portal>
            <hardmove>
                <v x="13" y="0" z="12" />
            </hardmove>
	    <priority>alpha</priority>
	</portals>
	-->
        <meshobj name="wavyPortal">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_wavyPortal</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldmetal_0">
                    <material>oldmetal</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_wavyPortal_0</shadervar>
                </submesh>
                <submesh name="oldmetal_1">
                    <material>oldmetal</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_wavyPortal_1</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="paramsFile">
            <plugin>spr3d</plugin>
            <params>
                <factory>paramsFileTest</factory>
                <action>default</action>
            </params>
            <move>
                <v x="10" y="0.3" z="10" />
            </move>
        </meshobj>
        <meshobj name="switchBoard">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_switchBoard</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldmetal_0">
                    <material>oldmetal</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_switchBoard_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="handle1">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_handle1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="misty_0">
                    <material>misty</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_handle1_0</shadervar>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="-14.7" y="0.8" z="8.8" />
            </move>
        </meshobj>
        <meshobj name="handle2">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_handle2</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="sky_0">
                    <material>sky</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_handle2_0</shadervar>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="-14" y="0.8" z="8.8" />
            </move>
        </meshobj>
        <meshobj name="handle3">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_handle3</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="parket_0">
                    <material>parket</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_handle3_0</shadervar>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="-13.3" y="0.8" z="8.8" />
            </move>
        </meshobj>
        <light name="rdoorl">
            <center x="-1" y="3" z="15" />
            <radius>12</radius>
            <color red="0.7" green="0.7" blue="0.8" />
        </light>
        <meshobj name="rot_door1">
            <priority>object</priority>
            <zuse />
            <meshobj name="door_overlay">
                <plugin>crystalspace.mesh.loader.genmesh</plugin>
                <params>
                    <factory>factory_large_door_overlay</factory>
                    <color red="1" green="1" blue="1" />
                    <manualcolors />
                    <mixmode>
                        <alpha>0.74902</alpha>
                    </mixmode>
                </params>
                <priority>alpha</priority>
                <ztest />
            </meshobj>
            <portals name="south_portal">
                <portal name="south">
                    <v x="0" y="0" z="-0.095" />
                    <v x="-2.5" y="0" z="-0.095" />
                    <v x="-2.5" y="3.4" z="-0.095" />
                    <v x="0" y="3.4" z="-0.095" />
                    <sector>large</sector>
                    <mirror />
                    <clip />
                    <float />
                    <zfill />
                </portal>
                <priority>object2</priority>
            </portals>
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_rot_door1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="parket_0">
                    <material>parket</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_rot_door1_0</shadervar>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="-2.5" y="-1" z="20" />
            </move>
        </meshobj>
        <light>
            <center x="-1.5" y="3" z="17" />
            <radius>7</radius>
            <color red="0.4" green="0.4" blue="0.4" />
        </light>
        <meshobj name="transpBall">
            <plugin>mesh</plugin>
            <params>
                <factory>transpBallFact</factory>
                <mixmode>
                    <multiply />
                </mixmode>
            </params>
            <ztest />
            <priority>alpha</priority>
            <move>
                <v x="15" y="4" z="14" />
            </move>
        </meshobj>
        <meshobj name="s_large1">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_s_large1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="0">
                    <material>dots</material>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="15" y="3" z="8" />
            </move>
        </meshobj>
        <meshobj name="s_large2">
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_s_large2</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_s_large2_0</shadervar>
                </submesh>
            </params>
            <move>
                <matrix>
                    <m11>1</m11>
                    <m12>0</m12>
                    <m13>0</m13>
                    <m21>0</m21>
                    <m22>1</m22>
                    <m23>0</m23>
                    <m31>0</m31>
                    <m32>0</m32>
                    <m33>1</m33>
                </matrix>
                <v x="15" y="5" z="8" />
            </move>
        </meshobj>
        <meshobj name="stair_railD">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_railD</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_railD_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_railU">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_railU</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_railU_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_rail1">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_rail1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_rail1_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_rail2">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_rail2</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_rail2_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_rail3">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_rail3</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_rail3_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_rail4">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_rail4</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_rail4_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair_rail5">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair_rail5</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair_rail5_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair1">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair1</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair1_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair2">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair2</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair2_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair3">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair3</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair3_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair4">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair4</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair4_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair5">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair5</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair5_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair6">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair6</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair6_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair7">
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair7</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair7_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <meshobj name="stair8">
            <zuse />
            <zuse />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_large_stair8</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="oldbrick_0">
                    <material>oldbrick</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_large_stair8_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <!--
    <meshobj name="fount1">
      <plugin>crystalspace.mesh.loader.fountain</plugin>
      <params>
        <factory>fountainFactory</factory>
        <number>300</number>
        <material>spark</material>
        <origin x="0" y="0" z="0" />
        <dropsize w="0.05" h="0.05" />
        <color red="0.7" green="0.9" blue="1" />
        <accel x="0" y="-0.1" z="0" />
        <falltime>3</falltime>
        <speed>1</speed>
        <elevation>1.5</elevation>
        <azimuth>0</azimuth>
        <opening>0.2</opening>
        <mixmode>
          <add />
        </mixmode>
      </params>
      <ztest />
      <priority>alpha</priority>
      <move>
        <v x="-10" y="-1" z="14" />
      </move>
      < ! - -
	    <trimesh>
                <mesh>
		    <v x="-1" y="-1" z="-1" />
		    <v x="1" y="-1" z="-1" />
		    <v x="0" y="4" z="-1" />
		    <t v1="0" v2="1" v3="2" />
                </mesh>
                <id>colldet</id>
	    </trimesh>
	    - - >
      <trimesh>
        <box>
          <min x="-1" y="-1" z="-1" />
          <max x="1" y="4" z="1" />
        </box>
        <id>colldet</id>
      </trimesh>
    </meshobj>-->
        <meshobj name="fount1">
            <plugin>particles</plugin>
            <params>
                <factory>particlesFactory</factory>
                <material>spark</material>
                <particlesize x="0.025" y="0.025" />
                <transformmode>local</transformmode>
                <mixmode>
                    <add />
                </mixmode>
                <emitter type="cone">
                    <enabled />
                    <initialttl min="3" max="3" />
                    <emissionrate>100</emissionrate>
                    <position x="0" y="0" z="0" />
                    <placement>center</placement>
                    <extent x="0" y="1" z="0" />
                    <coneangle>0.2</coneangle>
                    <initialvelocity x="0" y="1" z="0" />
                </emitter>
                <effector type="force">
                    <acceleration x="0" y="-0.1" z="0" />
                </effector>
            </params>
            <ztest />
            <priority>alpha</priority>
            <move>
                <v x="-10" y="-1" z="14" />
            </move>
            <trimesh>
                <box>
                    <min x="-1" y="-1" z="-1" />
                    <max x="1" y="4" z="1" />
                </box>
                <id>colldet</id>
            </trimesh>
        </meshobj>
        <light>
            <center x="3.5" y="2" z="12.5" />
            <radius>5</radius>
            <color red="0.7" green="0.7" blue="0.8" />
        </light>
	<!--
        <meshobj name="genMesh">
            <plugin>mesh</plugin>
            <params>
                <factory>genMeshFact</factory>
                <material>green_color</material>
                <submesh>
                    <t>0</t>
                    <t>1</t>
                    <t>2</t>
                    <t>3</t>
                    <t>4</t>
                    <t>5</t>
                    <t>6</t>
                    <t>7</t>
                    <material>green_color</material>
                </submesh>
                <submesh>
                    <t>8</t>
                    <t>9</t>
                    <t>10</t>
                    <t>11</t>
                    <material>red</material>
                </submesh>
            </params>
            <move>
                <v x="-1.5" y="-.7" z="14" />
            </move>
        </meshobj>
	-->
        <meshobj name="proto">
            <plugin>proto</plugin>
            <params>
                <factory>prototest</factory>
                <material>parket</material>
            </params>
            <move>
                <v x="-16" y="-.7" z="18" />
            </move>
        </meshobj>
        <meshobj name="genMesh2">
            <plugin>mesh</plugin>
            <params>
                <factory>genMeshFact</factory>
                <material>mosaic</material>
                <localshadows />
            </params>
            <move>
                <v x="-17" y="-.7" z="18" />
            </move>
        </meshobj>
        <meshobj name="sprFrame">
            <plugin>spr3d</plugin>
            <params>
                <factory>sprFrameFact</factory>
                <action>default</action>
            </params>
            <move>
                <v x="2.5" y="0.3" z="12" />
            </move>
        </meshobj>
        <meshref name="loddedObject">
            <factory>loddedFactory</factory>
            <move>
                <v x="-5" y="0.3" z="13" />
                <matrix>
                    <rotx>0.0</rotx>
                    <roty>0.0</roty>
                    <rotz>0.0</rotz>
                </matrix>
            </move>
        </meshref>
        <meshref name="circles">
            <factory>circles</factory>
            <priority>alpha</priority>
            <ztest />
            <move>
                <v x="-8" y="-1" z="11" />
            </move>
        </meshref>
        <meshref name="cubeHierarchy">
            <factory>simpleCubeHierarchy</factory>
            <priority>object</priority>
            <move>
                <v x="-1" y="0.3" z="11" />
            </move>
        </meshref>
        <meshref name="kwartz">
            <factory>kwartz_fact</factory>
            <move>
                <v x="1" y="-1" z="12" />
                <matrix>
                    <rotx>0</rotx>
                    <roty>3.14</roty>
                    <rotz>0</rotz>
                </matrix>
            </move>
        </meshref>
        <meshobj name="cubard">
            <plugin>mesh</plugin>
            <params>
                <factory>robotBody</factory>
            </params>
            <move>
                <v x="4" y="0.3" z="12" />
            </move>
            <meshobj name="robotHead">
                <plugin>mesh</plugin>
                <params>
                    <factory>robotHead</factory>
                </params>
                <move>
                    <v x="0" y="0.42" z="0" />
                    <matrix>
                        <rotx>0</rotx>
                    </matrix>
                </move>
                <meshobj name="ball1">
                    <plugin>mesh</plugin>
                    <params>
                        <factory>ball1Fact</factory>
                    </params>
                    <move>
                        <v x="0" y="0.5" z="0" />
                    </move>
                </meshobj>
                <meshobj name="ball2">
                    <plugin>mesh</plugin>
                    <params>
                        <factory>ball1Fact</factory>
                    </params>
                    <move>
                        <v x="0" y="0.5" z="0" />
                    </move>
                </meshobj>
                <meshobj name="ball3">
                    <plugin>mesh</plugin>
                    <params>
                        <factory>ball3Fact</factory>
                    </params>
                    <move>
                        <v x="0" y="0.5" z="0" />
                    </move>
                </meshobj>
            </meshobj>
            <meshobj name="robotArmRight">
                <plugin>mesh</plugin>
                <params>
                    <factory>robotArm</factory>
                </params>
                <move>
                    <v x="0" y="0.23" z="-0.15" />
                    <matrix>
                        <rotx>0.2</rotx>
                    </matrix>
                </move>
                <meshobj name="robotArmRight2">
                    <plugin>mesh</plugin>
                    <params>
                        <factory>robotArm</factory>
                    </params>
                    <move>
                        <v x="0" y="-0.3" z="0" />
                        <matrix>
                            <rotx>0</rotx>
                        </matrix>
                    </move>
                    <meshobj name="robotHandRight">
                        <plugin>mesh</plugin>
                        <params>
                            <factory>robotHand</factory>
                        </params>
                        <move>
                            <v x="0" y="-0.29" z="0" />
                            <matrix>
                                <rotx>0</rotx>
                            </matrix>
                        </move>
                        <meshobj name="something">
                            <plugin>spr2d</plugin>
                            <params>
                                <factory>spr</factory>
                                <v x="-0.1" y="0.1" />
                                <v x="0.1" y="0.1" />
                                <v x="0.1" y="-0.1" />
                                <v x="-0.1" y="-0.1" />
                                <uv u="0" v="0" />
                                <uv u="1" v="0" />
                                <uv u="1" v="1" />
                                <uv u="0" v="1" />
                                <material>robot</material>
                            </params>
                            <move>
                                <v x="0" y="0" z="0" />
                            </move>
                        </meshobj>
                        <!--
            <meshobj name="laser">
              <plugin>crystalspace.mesh.loader.fountain</plugin>
              <params>
                <factory>fountainFactory</factory>
                <number>100</number>
                <material>spark</material>
                <dropsize w="0.1" h="0.1" />
                <color red="0.65" green="1" blue="1" />
                <lighting>no</lighting>
                <accel x="0" y="0.1" z="0" />
                <falltime>1.5</falltime>
                <speed>-1</speed>
                <elevation>1.5</elevation>
                <azimuth>0</azimuth>
                <opening>0.2</opening>
                <mixmode>
                  <add />
                </mixmode>
              </params>
              <move>
                <v x="0" y="0" z="0" />
              </move>
            </meshobj> -->
                        <meshobj name="laser">
                            <plugin>particles</plugin>
                            <params>
                                <factory>particlesFactory</factory>
                                <material>spark</material>
                                <particlesize x="0.05" y="0.05" />
                                <transformmode>localemitter</transformmode>
                                <mixmode>
                                    <add />
                                </mixmode>
                                <emitter type="cone">
                                    <enabled />
                                    <initialttl min="1.5" max="1.5" />
                                    <emissionrate>66</emissionrate>
                                    <position x="0" y="0" z="0" />
                                    <placement>center</placement>
                                    <extent x="0" y="-1" z="0" />
                                    <coneangle>0.3</coneangle>
                                    <initialvelocity x="0" y="1" z="0" />
                                </emitter>
                                <effector type="force">
                                    <acceleration x="0" y="-0.1" z="0" />
                                </effector>
                            </params>
                            <move>
                                <v x="0" y="0" z="0" />
                            </move>
                            <ztest />
                        </meshobj>
                    </meshobj>
                </meshobj>
            </meshobj>
            <meshobj name="robotArmLeft">
                <plugin>mesh</plugin>
                <params>
                    <factory>robotArm</factory>
                </params>
                <move>
                    <v x="0" y="0.23" z="0.15" />
                    <matrix>
                        <rotx>-0.2</rotx>
                    </matrix>
                </move>
                <meshobj name="robotArmLeft2">
                    <plugin>mesh</plugin>
                    <params>
                        <factory>robotArm</factory>
                    </params>
                    <move>
                        <v x="0" y="-0.3" z="0" />
                        <matrix>
                            <rotx>0</rotx>
                        </matrix>
                    </move>
                    <meshobj name="robotHandLeft">
                        <plugin>mesh</plugin>
                        <params>
                            <factory>robotHand</factory>
                        </params>
                        <move>
                            <v x="0" y="-0.29" z="0" />
                            <matrix>
                                <rotx>0</rotx>
                            </matrix>
                        </move>
                        <meshobj>
                            <plugin>particles</plugin>
                            <params>
                                <factory>particlesFactory</factory>
                                <material>raindrop</material>
                                <transformmode>local</transformmode>
                                <particlesize x="0.02" y="0.04" />
                                <commondirection x="0" y="1" z="0" />
                                <!-- <renderorientation>common approx</renderorientation> -->
                                <mixmode>
                                    <add />
                                </mixmode>
                                <emitter type="box">
                                    <enabled />
                                    <initialttl min="1.0" max="1.0" />
                                    <emissionrate>50</emissionrate>
                                    <position x="0" y="0" z="0" />
                                    <placement>volume</placement>
                                    <box>
                                        <min x="-0.012" y="0" z="-0.012" />
                                        <max x="0.012" y="0" z="0.012" />
                                    </box>
                                    <initialvelocity x="0" y="1" z="0" />
                                    <uniformvelocity />
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                    <factory>robotLeg</factory>
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                        <factory>robotLeg</factory>
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                            <factory>robotFoot</factory>
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                <factory>billboard</factory>
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        </params>
    </meshfact>
    <sector name="biglight">
        <meshobj name="walls">
            <zfill />
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_biglight_walls</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
                <submesh name="sky_0">
                    <material>sky</material>
                    <shadervar name="tex lightmap" type="texture">lightmap_biglight_walls_0</shadervar>
                </submesh>
            </params>
        </meshobj>
        <portals>
            <portal name="down2B">
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                <sector>gang4</sector>
                <viscull />
            </portal>
            <portal name="down2D">
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                <sector>gang4</sector>
                <viscull />
            </portal>
        </portals>
        <light>
            <center x="20" y="900" z="35" />
            <radius>10000</radius>
            <color red="1.3" green="1" blue="1.3" />
        </light>
    </sector>
    <meshfact name="factory_wavySector_walls">
        <plugin>crystalspace.mesh.loader.factory.genmesh</plugin>
        <params>
            <numvt>8</numvt>
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                <copy />
            </mixmode>
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            <n x="0" y="1" z="0" />
            <n x="0" y="1" z="0" />
            <n x="0" y="1" z="0" />
            <submesh name="0">
                <material>plasma</material>
                <indexbuffer components="1" type="uint" indices="yes">
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            </submesh>
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        </params>
    </meshfact>
    <sector name="wavySector">
        <meshobj name="walls">
            <portals name="wavyPortals">
                <portal name="north">
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                    <v x="6" y="4" z="6" />
                    <v x="6" y="-4" z="6" />
                    <v x="-6" y="-4" z="6" />
                    <sector>wavySector</sector>
                    <ww x="0" y="0" z="11" />
                    <maxvisit>15</maxvisit>
                </portal>
                <portal name="south">
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                    <maxvisit>15</maxvisit>
                </portal>
                <portal name="east">
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                    <sector>wavySector</sector>
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                    <maxvisit>15</maxvisit>
                </portal>
                <portal name="west">
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                    <sector>wavySector</sector>
                    <ww x="-11" y="0" z="0" />
                    <maxvisit>15</maxvisit>
                </portal>
                <priority>object2</priority>
            </portals>
            <plugin>crystalspace.mesh.loader.genmesh</plugin>
            <params>
                <factory>factory_wavySector_walls</factory>
                <color red="1" green="1" blue="1" />
                <manualcolors />
                <mixmode>
                    <copy />
                </mixmode>
            </params>
            <zfill />
            <key name="entity_WavePortal" value="west,1,.01,30000" />
            <key name="entity_WavePortal" value="north,3,.01,25000" />
            <key name="entity_WavePortal" value="south,3,.01,24000" />
            <key name="entity_WavePortal" value="east,1,.01,29000" />
        </meshobj>
        <fog red="0.2" green="0.3" blue="0.5" density="0.03" />
    </sector>
    <sequences>
        <sequence name="fogloop">
            <fadefog sector="kamer2l" red="1" green="1" blue="1" density="0.05" duration="1000" />
            <delay time="1000" />
            <fadefog sector="kamer2l" red="1" green="0" blue="0" density="0.02" duration="1000" />
            <delay time="1000" />
            <fadefog sector="kamer2l" red="0" green="1" blue="0" density="0.01" duration="1000" />
            <delay time="1000" />
            <fadefog sector="kamer2l" red="0" green="0" blue="1" density="0.02" duration="1000" />
            <delay time="1000" />
            <run sequence="fogloop" />
        </sequence>
        <sequence name="fog">
            <setfog sector="kamer2l" red="0" green="0" blue="0" density="0" />
            <delay time="1000" />
            <run sequence="fogloop" />
        </sequence>
        <sequence name="animlight">
            <args>
                <arg name="light" />
            </args>
            <fadelight light_par="light" red="0" green="0" blue="0" duration="1000" />
            <delay time="1000" />
            <fadelight light_par="light" red="1" green="1" blue="1" duration="1000" />
            <delay time="1000" />
            <fadelight light_par="light" red="1" green="0" blue="0" duration="1000" />
            <delay time="1000" />
            <fadelight light_par="light" red="0" green="1" blue="0" duration="1000" />
            <delay time="1000" />
            <fadelight light_par="light" red="0" green="0" blue="1" duration="1000" />
            <delay time="1000" />
            <enable trigger="animlight" />
        </sequence>
        <sequence name="anim_sky">
            <fadeambient sector="street1" red="1" green="1" blue="1" duration="1000" />
            <delay time="1000" />
            <fadeambient sector="street1" red="0" green="0" blue="0" duration="1000" />
            <delay time="2000" />
            <setambient sector="street1" red="1.5" green="1.5" blue="1.5" />
            <delay time="75" />
            <setambient sector="street1" red="0" green="0" blue="0" />
            <delay time="75" />
            <setambient sector="street1" red="1.5" green="1.5" blue="1.5" />
            <delay time="150" />
            <setambient sector="street1" red="0" green="0" blue="0" />
            <delay time="3000" />
            <enable trigger="anim_sky" />
        </sequence>
        <sequence name="light_listener_on">
            <!--
         *** This light is turned on when the ambient light in
         *** street gets too dark.
          -->
            <setambient sector="corridor" red=".5" green=".5" blue=".75" />
            <enable trigger="light_listener_off" />
        </sequence>
        <sequence name="light_listener_off">
            <!--
         *** This light is turned off when the ambient light in
         *** street gets bright again.
          -->
            <setambient sector="corridor" red="0" green="0" blue="0" />
            <enable trigger="light_listener_on" />
        </sequence>
        <sequence name="seq_lightning">
            <!-- Sequence fired by application and not by trigger.-->
            <setambient sector="large" red="1.5" green="1.5" blue="2" />
            <delay time="75" />
            <fadeambient sector="large" red="0" green="0" blue="0" duration="74" />
            <delay time="75" />
            <fadeambient sector="large" red="1.5" green="1.5" blue="2" duration="80" />
            <delay time="150" />
            <setambient sector="large" color_var="Lightning Restore Color" />
            <delay time="3000" />
        </sequence>
        <sequence name="flicker1">
            <!-- demo of randomly flickering light -->
            <delay min="50" max="100" />
            <setlight light="ganglight1" red=".982" green=".815" blue=".616" />
            <delay min="100" max="1500" />
            <setlight light="ganglight1" red=".960" green=".570" blue=".379" />
            <enable trigger="flicker1" />
        </sequence>
        <sequence name="flicker2">
            <!-- demo of randomly flickering light -->
            <delay min="50" max="100" />
            <setlight light="ganglight2" red=".982" green=".815" blue=".616" />
            <delay min="100" max="1500" />
            <setlight light="ganglight2" red=".960" green=".570" blue=".379" />
            <enable trigger="flicker2" />
        </sequence>
        <sequence name="flicker3">
            <!-- demo of randomly flickering light -->
            <delay min="50" max="100" />
            <setlight light="ganglight3" red=".982" green=".815" blue=".616" />
            <delay min="100" max="1500" />
            <setlight light="ganglight3" red=".960" green=".570" blue=".379" />
            <enable trigger="flicker3" />
        </sequence>
        <sequence name="animhugelight">
            <fadelight light="hugeroom_light1" red="0" green="0" blue=".2" duration="3000" />
            <fadelight light="hugeroom_light2" red="0" green=".1" blue="0" duration="3000" />
            <delay time="3000" />
            <fadelight light="hugeroom_light1" red="0" green=".3" blue=".8" duration="3000" />
            <fadelight light="hugeroom_light2" red="0" green=".2" blue=".3" duration="3000" />
            <delay time="3000" />
            <fadelight light="hugeroom_light1" red="0" green=".2" blue=".3" duration="3000" />
            <fadelight light="hugeroom_light2" red="0" green="0" blue=".8" duration="3000" />
            <delay time="3000" />
            <fadelight light="hugeroom_light1" red="0" green=".4" blue=".7" duration="3000" />
            <fadelight light="hugeroom_light2" red="0" green=".4" blue=".3" duration="3000" />
            <delay time="3000" />
            <fadelight light="hugeroom_light1" red="0" green=".1" blue=".5" duration="3000" />
            <fadelight light="hugeroom_light2" red="0" green=".2" blue=".6" duration="3000" />
            <delay time="3000" />
            <enable trigger="animhugelight" />
        </sequence>
        <sequence name="rot_shapes">
            <rotate mesh="cube2" duration="400">
                <rotx>1.5</rotx>
                <v x="-16" y="-1" z="36" />
            </rotate>
            <rotate mesh="cube4" duration="1000">
                <roty>.5</roty>
                <v x="-12" y="-1" z="36" />
            </rotate>
            <rotate mesh="cube6" duration="1000">
                <rotx>1.5</rotx>
                <v x="-16" y="1" z="36" />
            </rotate>
            <rotate mesh="circle1" duration="1000">
                <rotz>2</rotz>
                <v x="-16" y="1" z="30" />
            </rotate>
            <rotate mesh="band1" duration="1000">
                <roty>3</roty>
                <v x="-16" y="-2.6" z="25" />
            </rotate>
            <rotate mesh="band2" duration="1000">
                <roty>3</roty>
                <v x="-16" y="-1.85" z="25" />
            </rotate>
            <delay time="400" />
            <rotate mesh="cube2" duration="300">
                <roty>.5</roty>
                <v x="-16" y="-1" z="36" />
            </rotate>
            <delay time="300" />
            <rotate mesh="cube2" duration="300">
                <rotz>.5</rotz>
                <v x="-16" y="-1" z="36" />
            </rotate>
            <delay time="300" />
            <enable trigger="rot_shapes" />
        </sequence>
        <sequence name="rot_cubard">
            <rotate mesh="cubard" duration="2000">
                <roty>2</roty>
                <v x="4" y="0.3" z="12" />
            </rotate>
            <rotate mesh="cubard:robotHead:ball1" duration="2000">
                <roty>1.5</roty>
                <v x="0" y="0.5" z="0" />
            </rotate>
            <rotate mesh="cubard:robotHead:ball2" duration="2000">
                <rotz>2.2</rotz>
                <v x="0" y="0.5" z="0" />
            </rotate>
            <rotate mesh="cubard:robotHead:ball3" duration="2000">
                <rotx>1</rotx>
                <v x="0" y="0.5" z="0" />
            </rotate>
            <rotate mesh="cubard:robotArmRight" duration="1000">
                <rotz>-1.8</rotz>
                <v x="0" y="0.23" z="-0.15" />
            </rotate>
            <rotate mesh="cubard:robotArmLeft" duration="1000">
                <rotz>-.4</rotz>
                <v x="0" y="0.23" z="0.15" />
            </rotate>
            <delay time="1000" />
            <rotate mesh="cubard:robotArmRight" duration="1000">
                <rotz>1.8</rotz>
                <v x="0" y="0.23" z="-0.15" />
            </rotate>
            <rotate mesh="cubard:robotArmLeft" duration="1000">
                <rotz>.4</rotz>
                <v x="0" y="0.23" z="0.15" />
            </rotate>
            <delay time="1000" />
            <enable trigger="rot_cubard" />
        </sequence>
        <sequence name="rot_teapot1">
            <rotate mesh="teapot1" duration="1000">
                <roty>1</roty>
                <v x="-15" y="-1" z="13" />
            </rotate>
            <delay time="1000" />
            <enable trigger="rot_teapot1" />
        </sequence>
        <sequence name="rot_transpBall">
            <rotate mesh="transpBall" duration="1000">
                <roty>3</roty>
                <v x="15" y="4" z="14" />
            </rotate>
            <delay time="1000" />
            <enable trigger="rot_transpBall" />
        </sequence>
        <sequence name="rot_s_large1">
            <rotate mesh="s_large1" duration="1000">
                <rotx>.4</rotx>
                <roty>.6</roty>
                <rotz>.34</rotz>
                <v x="15" y="3" z="8" />
            </rotate>
            <delay time="1000" />
            <enable trigger="rot_s_large1" />
        </sequence>
        <sequence name="rot_cubeHierarchy">
            <rotate mesh="cubeHierarchy" duration="1000">
                <roty>9</roty>
                <v x="-1" y="0.3" z="11" />
            </rotate>
            <delay time="1000" />
            <enable trigger="rot_cubeHierarchy" />
        </sequence>
        <sequence name="dobox">
            <run sequence="movebox" />
            <run sequence="openbox" />
        </sequence>
        <sequence name="movebox">
            <!-- Disabled because of problems for now:
	    <move mesh="floorplate" duration="10000" x="0" y="-10" z="0" />
	    <delay time="10000" />
	    <move mesh="floorplate" duration="10000" x="0" y="10" z="0" />
	    <delay time="10000" />
	    <run sequence="movebox" />
	-->
        </sequence>
        <sequence name="openbox">
            <rotate mesh="floorplate" duration="12000">
                <roty>1.5707963</roty>
                <v x="-80" y="-16" z="13" />
            </rotate>
            <rotate mesh="floorplate:plateL" duration="6000">
                <rotz>-1.5707963</rotz>
                <v x="-2" y="0" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateL:triL" duration="6000">
                <rotz>-1.5707963</rotz>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateR" duration="6000">
                <rotz>1.5707963</rotz>
                <v x="2" y="0" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateR:triR" duration="6000">
                <rotz>1.5707963</rotz>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateU" duration="6000">
                <rotx>-1.5707963</rotx>
                <v x="0" y="0" z="2" />
            </rotate>
            <rotate mesh="floorplate:plateU:triU" duration="6000">
                <rotx>-1.5707963</rotx>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateD" duration="6000">
                <rotx>1.5707963</rotx>
                <v x="0" y="0" z="-2" />
            </rotate>
            <rotate mesh="floorplate:plateD:triD" duration="6000">
                <rotx>1.5707963</rotx>
                <v x="0" y="4" z="0" />
            </rotate>
            <delay time="6000" />
            <rotate mesh="floorplate:plateL" duration="6000">
                <rotz>1.5707963</rotz>
                <v x="-2" y="0" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateL:triL" duration="6000">
                <rotz>1.5707963</rotz>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateR" duration="6000">
                <rotz>-1.5707963</rotz>
                <v x="2" y="0" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateR:triR" duration="6000">
                <rotz>-1.5707963</rotz>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateU" duration="6000">
                <rotx>1.5707963</rotx>
                <v x="0" y="0" z="2" />
            </rotate>
            <rotate mesh="floorplate:plateU:triU" duration="6000">
                <rotx>1.5707963</rotx>
                <v x="0" y="4" z="0" />
            </rotate>
            <rotate mesh="floorplate:plateD" duration="6000">
                <rotx>-1.5707963</rotx>
                <v x="0" y="0" z="-2" />
            </rotate>
            <rotate mesh="floorplate:plateD:triD" duration="6000">
                <rotx>-1.5707963</rotx>
                <v x="0" y="4" z="0" />
            </rotate>
            <delay time="6000" />
            <run sequence="openbox" />
        </sequence>
        <sequence name="seq_handle1">
            <rotate mesh="handle1" duration="500">
                <rotx>.4</rotx>
                <v x="-14.7" y="0.8" z="8.8" />
            </rotate>
            <delay time="500" />
            <enable trigger="handle1off" />
        </sequence>
        <sequence name="handle1off">
            <rotate mesh="handle1" duration="500">
                <rotx>-.4</rotx>
                <v x="-14.7" y="0.8" z="8.8" />
            </rotate>
            <delay time="500" />
            <enable trigger="tri_handle1" />
        </sequence>
        <!--
	 *** This sequence is fired when the camera is near the door.
	 *** It will start the operation of moving the door. First
	 *** both opendoor triggers are disabled to prevent the other
	 *** trigger from firing too (causing the door to open twice which
	 *** isn't really nice). After opening the door the two triggers
	 *** are constantly checked in the 'testdoor' sequence.
	 -->
        <sequence name="opendoor">
            <!-- Disable both triggers because the door is now open -->
            <disable trigger="opendoor1" />
            <disable trigger="opendoor2" />
            <rotate mesh="rot_door1" duration="2000">
                <roty>-1.5707963</roty>
                <v x="-2.5" y="-1" z="20" />
            </rotate>
            <delay time="2000" />
            <check trigger="opendoor1" delay="500" />
            <check trigger="opendoor2" delay="500" />
            <run sequence="testdoor" />
        </sequence>
        <!--
	 *** This sequence will first wait one second. Then it will
	 *** see if both triggers are false. When that's the case the
	 *** camera has moved away from the door and we can close it.
	 -->
        <sequence name="testdoor">
            <delay time="1000" />
            <test trigger="opendoor1" truesequence="testdoor" falsesequence="testdoor2" />
        </sequence>
        <sequence name="testdoor2">
            <test trigger="opendoor2" truesequence="testdoor" falsesequence="reallyclosedoor" />
        </sequence>
        <!--
	 *** Now we can really close the door.
	 *** First we disable the checks on the triggers.
	 *** After the door is closed we enable both triggers again
	 *** so the door can open later.
	 -->
        <sequence name="reallyclosedoor">
            <!-- Close door again -->
            <check trigger="opendoor1" delay="0" />
            <check trigger="opendoor2" delay="0" />
            <rotate mesh="rot_door1" duration="2000">
                <roty>1.5707963</roty>
                <v x="-2.5" y="-1" z="20" />
            </rotate>
            <delay time="2000" />
            <enable trigger="opendoor1" />
            <enable trigger="opendoor2" />
        </sequence>
    </sequences>
    <triggers>
        <trigger name="setfog">
            <sectorvis sector="kamer2l" />
            <fire delay="100" sequence="fog" />
        </trigger>
        <trigger name="animlight">
            <sectorvis sector="large" />
            <fire sequence="animlight">
                <light name="light" light="l1" />
            </fire>
        </trigger>
        <trigger name="anim_sky">
            <sectorvis sector="street1" />
            <fire sequence="anim_sky" />
        </trigger>
        <!-- These 3 triggers control the flickering lights in the fog hallway-->
        <trigger name="flicker1">
            <sectorvis sector="gang3" />
            <fire sequence="flicker1" />
        </trigger>
        <trigger name="flicker2">
            <sectorvis sector="gang3" />
            <fire sequence="flicker2" />
        </trigger>
        <trigger name="flicker3">
            <sectorvis sector="gang3" />
            <fire sequence="flicker3" />
        </trigger>
        <trigger name="light_listener_on">
            <lightvalue light="l1" operator="less" red=".1" blue=".1" green=".1" />
            <fire sequence="light_listener_on" />
        </trigger>
        <trigger name="light_listener_off">
            <lightvalue light="l1" operator="greater" red=".1" blue=".1" green=".1" />
            <fire sequence="light_listener_off" />
            <disable />
        </trigger>
        <trigger name="rot_shapes">
            <sectorvis sector="shapes" />
            <fire sequence="rot_shapes" />
        </trigger>
        <trigger name="rot_cubard">
            <sectorvis sector="large" />
            <fire sequence="rot_cubard" />
        </trigger>
        <trigger name="rot_teapot1">
            <sectorvis sector="large" />
            <fire sequence="rot_teapot1" />
        </trigger>
        <trigger name="rot_transpBall">
            <sectorvis sector="large" />
            <fire sequence="rot_transpBall" />
        </trigger>
        <trigger name="rot_s_large1">
            <sectorvis sector="large" />
            <fire sequence="rot_s_large1" />
        </trigger>
        <trigger name="rot_cubeHierarchy">
            <sectorvis sector="large" />
            <fire sequence="rot_cubeHierarchy" />
        </trigger>
        <trigger name="animhugelight">
            <sectorvis sector="kamer2lhuge" />
            <fire sequence="animhugelight" />
        </trigger>
        <trigger name="openbox">
            <sectorvis sector="kamer2lhuge" />
            <fire delay="1000" sequence="dobox" />
        </trigger>
        <trigger name="tri_handle1">
            <onclick mesh="handle1" />
            <fire sequence="seq_handle1" />
        </trigger>
        <trigger name="handle1off">
            <onclick mesh="handle1" />
            <fire sequence="handle1off" />
            <disable />
        </trigger>
        <!--
	 *** opendoor1 and opendoor2 are both responsible for opening
	 *** the same door. opendoor1 detects coming near the door
	 *** from within sector 'large' while opendoor2 does the same
	 *** from within sector 'room3'. Both triggers are disabled
	 *** from within the opendoor sequence so that the door cannot
	 *** accidently turn 180 degrees by activating both triggers.
	 -->
        <trigger name="opendoor1">
            <sectorvis sector="large">
                <sphere x="-3.75" y="0.5" z="20" radius="5" />
            </sectorvis>
            <fire delay="0" sequence="opendoor" />
        </trigger>
        <trigger name="opendoor2">
            <sectorvis sector="room3">
                <sphere x="-3.75" y="0.5" z="20" radius="5" />
            </sectorvis>
            <fire delay="0" sequence="opendoor" />
        </trigger>
    </triggers>
</world>
