---
title: Objects
order: 14
---

# Objects

This page lists documented moveable object properties.

## Enemies

#### O_ALLIGATOR
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (11)</th><th align="center">TR2</th><th align="center">TR3 (32)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="2" align="center">20</td><td align="center">42</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the alligator bite.</td></tr>
</tbody>
</table>

#### O_APE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (15)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">22</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the ape bite.</td></tr>
</tbody>
</table>

#### O_ATLANTEAN_GROUND
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (22)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's charge attack.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the atlantean's lunge attack.</td></tr>
<tr><td><code>punch_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the atlantean's punch attack.</td></tr>
<tr><td><code>part_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's exploding body parts.</td></tr>
</tbody>
</table>

#### O_ATLANTEAN_SHOOTER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (21)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's charge attack.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the atlantean's lunge attack.</td></tr>
<tr><td><code>punch_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the atlantean's punch attack.</td></tr>
<tr><td><code>part_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's exploding body parts.</td></tr>
</tbody>
</table>

#### O_ATLANTEAN_WINGED
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (20)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's charge attack.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the atlantean's lunge attack.</td></tr>
<tr><td><code>punch_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the atlantean's punch attack.</td></tr>
<tr><td><code>part_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the atlantean's exploding body parts.</td></tr>
</tbody>
</table>

#### O_BACON_LARA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (6)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1000</td><td>Maximum hit points.</td></tr>
<tr><td><code>anchor_room</code></td><td colspan="3" align="center">-1</td><td>Room whose center Bacon Lara mirrors Lara's movement about. -1 uses the room she is placed in. Value range: minimum -1.</td></tr>
</tbody>
</table>

#### O_BALDY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (32)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">200</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by Baldy's shot.</td></tr>
</tbody>
</table>

#### O_BANDIT_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (48)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">45</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">8</td><td>Damage dealt by the bandit's shot.</td></tr>
</tbody>
</table>

#### O_BANDIT_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (49)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the bandit's shot.</td></tr>
</tbody>
</table>

#### O_BANDIT_2B
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (50)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the bandit's shot.</td></tr>
</tbody>
</table>

#### O_BARRACUDA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (28)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">12</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the barracuda bite.</td></tr>
</tbody>
</table>

#### O_BAT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (9)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">2</td><td>Damage dealt by the bat attack.</td></tr>
</tbody>
</table>

#### O_BEAR
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (8)</th><th align="center">TR2 (265)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td align="center">20</td><td colspan="2" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">3</td><td>Damage dealt while the bear charges into Lara.</td></tr>
<tr><td><code>slam_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt if the falling bear slams into Lara.</td></tr>
<tr><td><code>attack_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the bear bite attack.</td></tr>
<tr><td><code>pat_damage</code></td><td colspan="3" align="center">400</td><td>Damage dealt by the bear paw swipe.</td></tr>
</tbody>
</table>

#### O_BIG_EEL
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (27)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">500</td><td>Damage dealt by the big eel bite.</td></tr>
</tbody>
</table>

#### O_BIG_SPIDER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (37)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">40</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the big spider bite.</td></tr>
</tbody>
</table>

#### O_BIRD_GUARDIAN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (46)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">200</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the bird guardian punch.</td></tr>
</tbody>
</table>

#### O_CENTAUR
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (23)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">120</td><td>Maximum hit points.</td></tr>
<tr><td><code>rear_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the centaur rear attack.</td></tr>
<tr><td><code>part_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the centaur death explosion.</td></tr>
</tbody>
</table>

#### O_CIVILIAN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (65)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">15</td><td>Maximum hit points.</td></tr>
<tr><td><code>punch_1_damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by the civilian's first punch attack.</td></tr>
<tr><td><code>punch_2_damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by the civilian's second punch attack.</td></tr>
<tr><td><code>punch_3_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the civilian's third punch attack.</td></tr>
</tbody>
</table>

#### O_CLAW_MUTANT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (45)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">130</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the claw mutant melee attack.</td></tr>
<tr><td><code>plasma_ball_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the claw mutant plasma ball.</td></tr>
</tbody>
</table>

#### O_COBRA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (69)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">8</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by the cobra bite.</td></tr>
<tr><td><code>alert_radius</code></td><td colspan="3" align="center">1.5</td><td>Alert radius, in sectors.</td></tr>
<tr><td><code>attack_radius</code></td><td colspan="3" align="center">1</td><td>Attack radius, in sectors.</td></tr>
<tr><td><code>forget_radius</code></td><td colspan="3" align="center">3</td><td>Forget radius, in sectors.</td></tr>
</tbody>
</table>

#### O_COMPY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (34)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">10</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">90</td><td>Damage dealt by the compy attack.</td></tr>
</tbody>
</table>

#### O_COWBOY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (31)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">150</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">70</td><td>Damage dealt by the cowboy's shot.</td></tr>
</tbody>
</table>

#### O_CRAWLER_MUTANT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (42)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_CROCODILE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (10)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="2" align="center">20</td><td align="center">42</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the crocodile bite.</td></tr>
</tbody>
</table>

#### O_CROW
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (38)</th><th align="center">TR3 (27)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="2" align="center">15</td><td align="center">8</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bird attack.</td></tr>
</tbody>
</table>

#### O_CULT_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (16)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the cultist's shot.</td></tr>
</tbody>
</table>

#### O_CULT_1A
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (17)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the cultist's shot.</td></tr>
</tbody>
</table>

#### O_CULT_1B
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (18)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the cultist's shot.</td></tr>
</tbody>
</table>

#### O_CULT_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (19)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">60</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_CULT_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (20)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">150</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the cultist's shot.</td></tr>
</tbody>
</table>

#### O_DINO_WARRIOR
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (25)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">1</td><td>Damage dealt by body contact.</td></tr>
<tr><td><code>trample_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt while trampling.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">10000</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_DIVER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (29)</th><th align="center">TR3 (26)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_DOG
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (15)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">10</td><td>Maximum hit points.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the dog bite.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the dog's lunge attack.</td></tr>
</tbody>
</table>

#### O_DRAGON_FRONT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (22)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">300</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt while Lara is touching the dragon.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">250</td><td>Damage dealt by the dragon swipe attack.</td></tr>
</tbody>
</table>

#### O_EAGLE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (47)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bird attack.</td></tr>
</tbody>
</table>

#### O_EEL
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (26)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">5</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the eel bite.</td></tr>
</tbody>
</table>

#### O_FISH
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (26)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">12</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the barracuda bite.</td></tr>
</tbody>
</table>

#### O_HUSKIE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (41)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">16</td><td>Maximum hit points.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the lunge attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">12</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_HYBRID_MUTANT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (46)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">90</td><td>Maximum hit points.</td></tr>
<tr><td><code>jump_damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the hybrid mutant jump attack.</td></tr>
<tr><td><code>slash_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the hybrid mutant slash attack.</td></tr>
<tr><td><code>kick_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by the hybrid mutant kick attack.</td></tr>
</tbody>
</table>

#### O_JELLY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (35)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">10</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt by the jelly sting.</td></tr>
</tbody>
</table>

#### O_LARSON
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (27)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">50</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by Larson's shot.</td></tr>
</tbody>
</table>

#### O_LION
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (12)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>pounce_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the pounce attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">250</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_LIONESS
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (13)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>pounce_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the pounce attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">250</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_LIZARD
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (35)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">36</td><td>Maximum hit points.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the lizard bite.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">120</td><td>Damage dealt by the lizard swipe attack.</td></tr>
</tbody>
</table>

#### O_MONKEY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (71)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">8</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by bite attacks.</td></tr>
<tr><td><code>jump_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the jumping bite attack.</td></tr>
</tbody>
</table>

#### O_MONK_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (53)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by melee attacks.</td></tr>
<tr><td><code>enemy_damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt by melee attacks against non-player targets.</td></tr>
</tbody>
</table>

#### O_MONK_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (54)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by melee attacks.</td></tr>
<tr><td><code>enemy_damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt by melee attacks against non-player targets.</td></tr>
</tbody>
</table>

#### O_MONK_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (267)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by melee attacks.</td></tr>
<tr><td><code>enemy_damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt by melee attacks against non-player targets.</td></tr>
</tbody>
</table>

#### O_MOUSE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (21)</th><th align="center">TR3 (23)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">4</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_MP_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (60)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>punch_1_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punch 1.</td></tr>
<tr><td><code>punch_2_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punch 2.</td></tr>
<tr><td><code>punch_3_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by punch 3.</td></tr>
<tr><td><code>kick_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the kick attack.</td></tr>
</tbody>
</table>

#### O_MP_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (61)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">28</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">32</td><td>Damage dealt by gun shots.</td></tr>
</tbody>
</table>

#### O_MUMMY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (24)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">18</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_NATLA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (33)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">400</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PATROL_DOG
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (22)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">16</td><td>Maximum hit points.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the lunge attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">12</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_PIERRE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (28)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">70</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by shots.</td></tr>
</tbody>
</table>

#### O_PRISONER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (62)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>punch_1_damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by punch 1.</td></tr>
<tr><td><code>punch_2_damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by punch 2.</td></tr>
<tr><td><code>punch_3_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by punch 3.</td></tr>
</tbody>
</table>

#### O_PUMA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (14)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">45</td><td>Maximum hit points.</td></tr>
<tr><td><code>pounce_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the pounce attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">250</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_PUNK_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (53)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>hit_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punches 1 and 2.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by punch 3.</td></tr>
</tbody>
</table>

#### O_PUNK_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (54)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>hit_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punches 1 and 2.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by punch 3.</td></tr>
</tbody>
</table>

#### O_RAPTOR
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (19)</th><th align="center">TR2</th><th align="center">TR3 (288)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="2" align="center">20</td><td align="center">90</td><td>Maximum hit points.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the lunge attack.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the charge attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_RAT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (16)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">5</td><td>Maximum hit points.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bite attack.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the charge attack.</td></tr>
</tbody>
</table>

#### O_RX_WORKER_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (39)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">34</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">35</td><td>Damage dealt by shots.</td></tr>
</tbody>
</table>

#### O_RX_WORKER_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (40)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">28</td><td>Damage dealt by shots.</td></tr>
</tbody>
</table>

#### O_RX_WORKER_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (50)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">36</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SECURITY_GUARD
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (56)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">28</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">32</td><td>Damage dealt by shots.</td></tr>
<tr><td><code>final_shot_damage</code></td><td colspan="3" align="center">64</td><td>Damage dealt by the death-state final shot.</td></tr>
</tbody>
</table>

#### O_SHARK
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (25)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">400</td><td>Damage dealt by bite attacks.</td></tr>
</tbody>
</table>

#### O_SHIVA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (70)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
<tr><td><code>pincer_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by the pincer attack.</td></tr>
<tr><td><code>chopper_damage</code></td><td colspan="3" align="center">180</td><td>Damage dealt by the chopper attack.</td></tr>
</tbody>
</table>

#### O_SKATEKID
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (30)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">125</td><td>Maximum hit points.</td></tr>
<tr><td><code>stop_shot_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by shots while stopped.</td></tr>
<tr><td><code>skate_shot_damage</code></td><td colspan="3" align="center">40</td><td>Damage dealt by shots while skating.</td></tr>
</tbody>
</table>

#### O_SKIDOO_DRIVER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (52)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
<tr><td><code>shot_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by shots when Lara is not mounted.</td></tr>
<tr><td><code>mounted_shot_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt by shots when Lara is mounted.</td></tr>
</tbody>
</table>

#### O_SOPHIA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (57)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">300</td><td>Maximum hit points.</td></tr>
<tr><td><code>knockback_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by the knockback shockwave.</td></tr>
<tr><td><code>laser_bolt_damage</code></td><td colspan="3" align="center">30</td><td>Damage dealt by regular laser bolt direct hits.</td></tr>
<tr><td><code>big_laser_bolt_damage</code></td><td colspan="3" align="center">542</td><td>Damage dealt by the big laser bolt direct hit.</td></tr>
<tr><td><code>laser_bolt_splash_damage</code></td><td colspan="3" align="center">16</td><td>Maximum splash damage dealt by regular laser bolts.</td></tr>
<tr><td><code>big_laser_bolt_splash_damage</code></td><td colspan="3" align="center">64</td><td>Maximum splash damage dealt by the big laser bolt.</td></tr>
<tr><td><code>plasma_ball_damage</code></td><td colspan="3" align="center">25</td><td>Damage dealt by plasma ball direct hits.</td></tr>
</tbody>
</table>

#### O_SPIDER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (36)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">5</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">25</td><td>Damage dealt by bite attacks.</td></tr>
</tbody>
</table>

#### O_STHPAC_MERCENARY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (37)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">28</td><td>Damage dealt by the mercenary's shot.</td></tr>
</tbody>
</table>

#### O_SWAT_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (51)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">45</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">28</td><td>Damage dealt by shots.</td></tr>
<tr><td><code>final_shot_damage</code></td><td colspan="3" align="center">84</td><td>Damage dealt by the death-state final shot.</td></tr>
</tbody>
</table>

#### O_SWAT_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (52)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">45</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">28</td><td>Damage dealt by shots.</td></tr>
<tr><td><code>final_shot_damage</code></td><td colspan="3" align="center">84</td><td>Damage dealt by the death-state final shot.</td></tr>
</tbody>
</table>

#### O_SWAT_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (63)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">45</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">28</td><td>Damage dealt by shots.</td></tr>
<tr><td><code>final_shot_damage</code></td><td colspan="3" align="center">84</td><td>Damage dealt by the death-state final shot.</td></tr>
</tbody>
</table>

#### O_TIGER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (39)</th><th align="center">TR3 (28)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="2" align="center">20</td><td align="center">24</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="2" align="center">100</td><td align="center">90</td><td>Damage dealt by bite attacks.</td></tr>
</tbody>
</table>

#### O_TONY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (73)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
<tr><td><code>fire_ball_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by direct fire ball hits.</td></tr>
</tbody>
</table>

#### O_TORSO
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (34)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">500</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt by body contact.</td></tr>
<tr><td><code>attack_damage</code></td><td colspan="3" align="center">500</td><td>Damage dealt by swipe attacks.</td></tr>
<tr><td><code>part_damage</code></td><td colspan="3" align="center">250</td><td>Damage dealt by the death explosion.</td></tr>
</tbody>
</table>

#### O_TREX
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (18)</th><th align="center">TR2 (214)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">1</td><td>Damage dealt by body contact.</td></tr>
<tr><td><code>trample_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt while trampling.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">10000</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_TREX_ALPHA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (287)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">800</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">1</td><td>Damage dealt by body contact.</td></tr>
<tr><td><code>trample_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt while trampling.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">10000</td><td>Damage dealt by the bite attack.</td></tr>
<tr><td><code>raptor_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt to raptors by the bite attack.</td></tr>
</tbody>
</table>

#### O_TRIBE_AXEMAN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (20)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">28</td><td>Maximum hit points.</td></tr>
<tr><td><code>attack_2_damage</code></td><td colspan="3" align="center">8</td><td>Damage dealt by attack 2.</td></tr>
<tr><td><code>attack_3_damage</code></td><td colspan="3" align="center">32</td><td>Damage dealt by attack 3.</td></tr>
<tr><td><code>attack_4_damage</code></td><td colspan="3" align="center">8</td><td>Damage dealt by attack 4.</td></tr>
<tr><td><code>attack_5_damage</code></td><td colspan="3" align="center">8</td><td>Damage dealt by attack 5.</td></tr>
<tr><td><code>attack_6_damage</code></td><td colspan="3" align="center">32</td><td>Damage dealt by attack 6.</td></tr>
<tr><td><code>enemy_damage</code></td><td colspan="3" align="center">2</td><td>Damage dealt to non-player targets.</td></tr>
</tbody>
</table>

#### O_TRIBE_BOSS
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (36)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">200</td><td>Maximum hit points.</td></tr>
<tr><td><code>head_beam_damage</code></td><td colspan="3" align="center">10000</td><td>Damage dealt by the head electric beam.</td></tr>
</tbody>
</table>

#### O_TRIBE_PIPEMAN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (21)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">28</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by melee attacks.</td></tr>
<tr><td><code>enemy_damage</code></td><td colspan="3" align="center">5</td><td>Damage dealt to non-player targets.</td></tr>
</tbody>
</table>

#### O_VOLE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (17)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">5</td><td>Maximum hit points.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bite attack.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the charge attack.</td></tr>
</tbody>
</table>

#### O_VULTURE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (29)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">18</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt by the bird attack.</td></tr>
</tbody>
</table>

#### O_WASP_MUTANT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (44)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">24</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the sting attack.</td></tr>
</tbody>
</table>

#### O_WILLARD
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (49)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">200</td><td>Maximum hit points.</td></tr>
<tr><td><code>touch_damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt by body contact.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">220</td><td>Damage dealt by bite attacks.</td></tr>
<tr><td><code>lunge_damage</code></td><td colspan="3" align="center">440</td><td>Damage dealt by the lunge attack.</td></tr>
<tr><td><code>plasma_ball_damage</code></td><td colspan="3" align="center">10000</td><td>Damage dealt by direct plasma ball hits.</td></tr>
</tbody>
</table>

#### O_WINSTON
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (191)</th><th align="center">TR2 (260)</th><th align="center">TR3 (360)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_WINSTON_ARMY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (361)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_WOLF
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (7)</th><th align="center">TR2 (266)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td align="center">6</td><td colspan="2" align="center">10</td><td>Maximum hit points.</td></tr>
<tr><td><code>pounce_damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt by the pounce attack.</td></tr>
<tr><td><code>bite_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the bite attack.</td></tr>
</tbody>
</table>

#### O_WORKER_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (30)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">25</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by gun shots.</td></tr>
</tbody>
</table>

#### O_WORKER_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (31)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">30</td><td>Damage dealt by gun shots.</td></tr>
</tbody>
</table>

#### O_WORKER_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (32)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">27</td><td>Maximum hit points.</td></tr>
<tr><td><code>hit_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punch attacks.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the swipe attack.</td></tr>
</tbody>
</table>

#### O_WORKER_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (33)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">27</td><td>Maximum hit points.</td></tr>
<tr><td><code>hit_damage</code></td><td colspan="3" align="center">80</td><td>Damage dealt by punch attacks.</td></tr>
<tr><td><code>swipe_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by the swipe attack.</td></tr>
</tbody>
</table>

#### O_WORKER_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (34)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">20</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">30</td><td>Damage dealt by gun shots.</td></tr>
</tbody>
</table>

#### O_XIAN_KNIGHT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (43)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">80</td><td>Maximum hit points.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">300</td><td>Damage dealt by sword slashes.</td></tr>
</tbody>
</table>

#### O_XIAN_SPEARMAN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (41)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
<tr><td><code>hit_1_damage</code></td><td colspan="3" align="center">75</td><td>Damage dealt by attack 1.</td></tr>
<tr><td><code>hit_2_damage</code></td><td colspan="3" align="center">75</td><td>Damage dealt by attacks 2 to 4.</td></tr>
<tr><td><code>hit_5_damage</code></td><td colspan="3" align="center">75</td><td>Damage dealt by attack 5.</td></tr>
<tr><td><code>hit_6_damage</code></td><td colspan="3" align="center">120</td><td>Damage dealt by attack 6.</td></tr>
</tbody>
</table>

#### O_YETI
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (45)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">30</td><td>Maximum hit points.</td></tr>
<tr><td><code>punch_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt by attack 1.</td></tr>
<tr><td><code>thump_damage</code></td><td colspan="3" align="center">150</td><td>Damage dealt by attack 2.</td></tr>
<tr><td><code>charge_damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt by attack 3.</td></tr>
</tbody>
</table>

## Traps

#### O_BLADE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (81)</th><th align="center">TR3 (111)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt while Lara is touching the blade trap.</td></tr>
</tbody>
</table>

#### O_CEILING_SPIKES
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (87)</th><th align="center">TR3 (116)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>speed</code></td><td colspan="3" align="center">5</td><td>Offset applied each frame while the ceiling spikes descend.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt while Lara is touching the ceiling spikes.</td></tr>
</tbody>
</table>

#### O_DAMOCLES_SWORD
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (43)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt when Lara is struck by the falling Damocles sword.</td></tr>
</tbody>
</table>

#### O_DART
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (39)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt on hit.</td></tr>
<tr><td><code>poison</code></td><td colspan="3" align="center">false</td><td>Apply poison buildup in addition to hit damage.</td></tr>
</tbody>
</table>

#### O_DISC
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (61)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt on hit.</td></tr>
<tr><td><code>poison</code></td><td colspan="3" align="center">false</td><td>Apply poison buildup in addition to hit damage.</td></tr>
</tbody>
</table>

#### O_FALLING_CEILING_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (53)</th><th align="center">TR2 (79)</th><th align="center">TR3 (107)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">300</td><td>Damage dealt while Lara is touching the falling ceiling.</td></tr>
</tbody>
</table>

#### O_FALLING_CEILING_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (54)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">300</td><td>Damage dealt while Lara is touching the falling ceiling.</td></tr>
</tbody>
</table>

#### O_FLAME_EMITTER_SIDE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (333)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>interval</code></td><td colspan="3" align="center">2</td><td>Interval between flame bursts, in seconds.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_GENERIC_TRAP_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>touch_mask</code></td><td colspan="3" align="center">-1</td><td>A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt when Lara touches the trap. Value range: minimum 0.</td></tr>
<tr><td><code>blood_intensity</code></td><td colspan="3" align="center">3</td><td>The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.</td></tr>
<tr><td><code>push_lara</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara should be pushed when colliding with the trap.</td></tr>
</tbody>
</table>

#### O_HOOK
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (78)</th><th align="center">TR3 (106)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt while Lara is touching the hook.</td></tr>
</tbody>
</table>

#### O_ICICLE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (84)</th><th align="center">TR3 (113)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt when Lara is struck by the falling icicle.</td></tr>
</tbody>
</table>

#### O_KILLER_STATUE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (82)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt while Lara is struck by the killer statue.</td></tr>
</tbody>
</table>

#### O_LAVA_WEDGE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (180)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>speed</code></td><td colspan="3" align="center">25</td><td>Offset applied each frame while the lava wedge advances.</td></tr>
</tbody>
</table>

#### O_LIGHTNING_EMITTER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (46)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">400</td><td>Damage dealt when Lara is struck by the lightning emitter.</td></tr>
</tbody>
</table>

#### O_PENDULUM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (58)</th><th align="center">TR3 (86)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt while Lara is touching the pendulum.</td></tr>
</tbody>
</table>

#### O_PENDULUM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (96)</th><th align="center">TR3 (121)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">50</td><td>Damage dealt while Lara is touching the pendulum.</td></tr>
</tbody>
</table>

#### O_POISON_DART
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (90)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">25</td><td>Damage dealt on hit.</td></tr>
<tr><td><code>poison</code></td><td colspan="3" align="center">true</td><td>Apply poison buildup in addition to hit damage.</td></tr>
</tbody>
</table>

#### O_POWER_SAW
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (77)</th><th align="center">TR3 (105)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt while Lara is touching the power saw.</td></tr>
</tbody>
</table>

#### O_PROPELLER_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (76)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt while Lara is touching the propeller.</td></tr>
</tbody>
</table>

#### O_PROPELLER_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (94)</th><th align="center">TR3 (119)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt while Lara is touching the propeller.</td></tr>
</tbody>
</table>

#### O_PROPELLER_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (95)</th><th align="center">TR3 (120)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">200</td><td>Damage dealt while Lara is touching the propeller.</td></tr>
</tbody>
</table>

#### O_ROLLING_BALL_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (38)</th><th align="center">TR2 (60)</th><th align="center">TR3 (88)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>air_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt when Lara is clipped by a moving boulder without being crushed.</td></tr>
</tbody>
</table>

#### O_ROLLING_BALL_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (83)</th><th align="center">TR3 (112)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>air_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt when Lara is clipped by a moving boulder without being crushed.</td></tr>
</tbody>
</table>

#### O_ROLLING_BALL_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (101)</th><th align="center">TR3 (126)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>air_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt when Lara is clipped by a moving boulder without being crushed.</td></tr>
</tbody>
</table>

#### O_ROLLING_BALL_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (89)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>air_damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt when Lara is clipped by a moving boulder without being crushed.</td></tr>
</tbody>
</table>

#### O_ROTATING_LASER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (291)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">25</td><td>Damage dealt while Lara is touching the rotating laser.</td></tr>
</tbody>
</table>

#### O_SECURITY_LASER_ALARM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (66)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SECURITY_LASER_DEADLY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (67)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt when Lara crosses the security laser.</td></tr>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SECURITY_LASER_KILLER
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (68)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SENTRY_GUN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (64)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">10</td><td>Damage dealt when the sentry gun hits Lara.</td></tr>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SPIKES
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (37)</th><th align="center">TR2 (59)</th><th align="center">TR3 (87)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">15</td><td>Damage dealt when Lara hits the spikes without dying instantly.</td></tr>
</tbody>
</table>

#### O_SPIKE_WALL
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (85)</th><th align="center">TR3 (114)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>speed</code></td><td colspan="3" align="center">16</td><td>Offset applied each frame while the spike wall advances.</td></tr>
<tr><td><code>damage</code></td><td colspan="3" align="center">20</td><td>Damage dealt while Lara is touching the spike wall.</td></tr>
</tbody>
</table>

#### O_SPINNING_BLADE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (80)</th><th align="center">TR3 (108)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt while Lara is touching the spinning blade.</td></tr>
</tbody>
</table>

#### O_SWINGING_AXE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (36)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">100</td><td>Damage dealt while Lara is touching the swinging axe.</td></tr>
</tbody>
</table>

#### O_TEETH_TRAP
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (42)</th><th align="center">TR2 (64)</th><th align="center">TR3 (94)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>damage</code></td><td colspan="3" align="center">400</td><td>Damage dealt while Lara is caught in the teeth trap.</td></tr>
</tbody>
</table>

## General

#### O_AI_AMBUSH
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (75)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_FOLLOW
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (78)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_GUARD
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (74)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_MODIFY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (77)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_PATROL_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (76)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_PATROL_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (79)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_X1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (80)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_X2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (81)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AI_X3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (82)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">0</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_ANIMATING_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (349)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (350)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (351)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (352)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (353)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (354)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_11
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_12
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_13
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_14
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_15
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_16
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>collidable</code></td><td colspan="3" align="center">true</td><td>Whether or not Lara can collide with the animating.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (370)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ANIMATING_EXT_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>kill_on_trigger</code></td><td colspan="3" align="center">false</td><td>Kill the item immediately while its trigger is inactive.</td></tr>
</tbody>
</table>

#### O_ASSAULT_TARGET
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (30)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">8</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_AUTOS_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (249)</th><th align="center">TR2 (144)</th><th align="center">TR3 (387)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_AUTOS_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (248)</th><th align="center">TR2 (137)</th><th align="center">TR3 (386)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_BIG_BOWL
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (71)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pour_time</code></td><td colspan="3" align="center">7</td><td>The amount of time hot liquid is poured from the bowl, in seconds. Value range: minimum 3.</td></tr>
<tr><td><code>flip_slot</code></td><td colspan="3" align="center">4</td><td>The flip map slot to alter once liquid has finished pouring. -1 = no flipmap is performed. Value range: minimum -1; maximum 9.</td></tr>
</tbody>
</table>

#### O_BINOCULARS_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_BOAT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (14)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
</tbody>
</table>

#### O_CEILING_TRAPDOOR_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_CEILING_TRAPDOOR_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_CROSSBOW_AMMO_1_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_CROSSBOW_AMMO_2_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_CROSSBOW_AMMO_3_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_CROSSBOW_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_CROWBAR_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_DESERT_EAGLE_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (252)</th><th align="center">TR2 (289)</th><th align="center">TR3 (170)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_DESERT_EAGLE_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (251)</th><th align="center">TR2 (288)</th><th align="center">TR3 (162)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (57)</th><th align="center">TR2 (106)</th><th align="center">TR3 (131)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (58)</th><th align="center">TR2 (107)</th><th align="center">TR3 (132)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (59)</th><th align="center">TR2 (108)</th><th align="center">TR3 (133)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (60)</th><th align="center">TR2 (109)</th><th align="center">TR3 (134)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (61)</th><th align="center">TR2 (110)</th><th align="center">TR3 (135)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (62)</th><th align="center">TR2 (111)</th><th align="center">TR3 (136)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (63)</th><th align="center">TR2 (112)</th><th align="center">TR3 (137)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_DOOR_TYPE_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (64)</th><th align="center">TR2 (113)</th><th align="center">TR3 (138)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>crowbar</code></td><td colspan="3" align="center">false</td><td>Whether the door must be pried open with the crowbar.</td></tr>
<tr><td><code>lift</code></td><td colspan="3" align="center">false</td><td>Whether the door rises vertically while activated instead of playing its open animation.</td></tr>
</tbody>
</table>

#### O_EXAMINE_ITEM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_EXAMINE_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_EXAMINE_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_EXPLOSIVE_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (92)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_FLAREBOX_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (187)</th><th align="center">TR2 (151)</th><th align="center">TR3 (178)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_FLARE_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (193)</th><th align="center">TR2 (152)</th><th align="center">TR3 (179)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>burn_time</code></td><td colspan="2" align="center">60</td><td align="center">30</td><td>How long the flare burns for, in seconds.</td></tr>
</tbody>
</table>

#### O_FLOOR_TRAPDOOR_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_FLOOR_TRAPDOOR_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_GRENADE_AMMO_2_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_GRENADE_AMMO_3_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_GRENADE_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (245)</th><th align="center">TR2 (148)</th><th align="center">TR3 (175)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_GRENADE_GUN_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (242)</th><th align="center">TR2 (141)</th><th align="center">TR3 (167)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_HARPOON_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (246)</th><th align="center">TR2 (146)</th><th align="center">TR3 (172)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_HARPOON_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (243)</th><th align="center">TR2 (139)</th><th align="center">TR3 (164)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KAYAK
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (14)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (129)</th><th align="center">TR2 (193)</th><th align="center">TR3 (224)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_1_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_1_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (130)</th><th align="center">TR2 (194)</th><th align="center">TR3 (225)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_2_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_2_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (131)</th><th align="center">TR2 (195)</th><th align="center">TR3 (226)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_3_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_3_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (132)</th><th align="center">TR2 (196)</th><th align="center">TR3 (227)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_4_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_4_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_5_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_5_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_6_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_6_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_7_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_7_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_8_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_8_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_11
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_KEY_ITEM_12
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_LARA
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (0)</th><th align="center">TR2 (0)</th><th align="center">TR3 (0)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1000</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_LARGE_MEDIPACK_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (94)</th><th align="center">TR2 (150)</th><th align="center">TR3 (177)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_LASERSIGHT_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_LEADBAR_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (126)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_LIFT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (65)</th><th align="center">TR3 (95)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>wait_time</code></td><td colspan="3" align="center">3</td><td>The time to wait before the lift begins moving, in seconds. Value range: minimum 1.</td></tr>
<tr><td><code>travel_distance</code></td><td colspan="3" align="center">22</td><td>The vertical distance the lift will travel, in clicks. Value range: minimum 1.</td></tr>
<tr><td><code>speed</code></td><td colspan="3" align="center">16</td><td>The speed at which the lift moves, in world units. Value range: minimum 1; maximum 64.</td></tr>
</tbody>
</table>

#### O_M16_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (244)</th><th align="center">TR2 (147)</th><th align="center">TR3 (392)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_M16_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (241)</th><th align="center">TR2 (140)</th><th align="center">TR3 (391)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_MAGNUM_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (90)</th><th align="center">TR2 (283)</th><th align="center">TR3 (382)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_MAGNUM_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (86)</th><th align="center">TR2 (282)</th><th align="center">TR3 (381)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_MINE_CART
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (17)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>track_1</code></td><td colspan="2" align="center">-1 (MX_MINE_CART_THEME)</td><td align="center">12 (MX_MINE_CART_THEME)</td><td>Random music track pool, slot 1. -1 = disabled.</td></tr>
<tr><td><code>track_2</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 2. -1 = disabled.</td></tr>
<tr><td><code>track_3</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 3. -1 = disabled.</td></tr>
<tr><td><code>track_4</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 4. -1 = disabled.</td></tr>
</tbody>
</table>

#### O_MP5_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (254)</th><th align="center">TR2 (294)</th><th align="center">TR3 (173)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_MP5_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (253)</th><th align="center">TR2 (293)</th><th align="center">TR3 (165)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (141)</th><th align="center">TR2 (205)</th><th align="center">TR3 (236)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_1_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_1_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (142)</th><th align="center">TR2 (206)</th><th align="center">TR3 (237)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_2_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_2_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_3_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_3_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_4_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PICKUP_ITEM_4_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PIRAHNAS
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (338)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>range</code></td><td colspan="3" align="center">((XYZ_32) { 1, 1, 1 })</td><td>Swim range, in quarter tiles. Value range: minimum 1 on each axis.</td></tr>
<tr><td><code>use_room_lighting</code></td><td colspan="2" align="center">true</td><td align="center">false</td><td>Whether the shoal uses the surrounding room lighting.</td></tr>
</tbody>
</table>

#### O_PISTOL_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (88)</th><th align="center">TR2 (142)</th><th align="center">TR3 (168)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PISTOL_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (84)</th><th align="center">TR2 (135)</th><th align="center">TR3 (160)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PLAYER_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (77)</th><th align="center">TR2 (123)</th><th align="center">TR3 (148)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (78)</th><th align="center">TR2 (124)</th><th align="center">TR3 (149)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (79)</th><th align="center">TR2 (125)</th><th align="center">TR3 (150)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (80)</th><th align="center">TR2 (126)</th><th align="center">TR3 (151)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (127)</th><th align="center">TR3 (152)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (128)</th><th align="center">TR3 (153)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (129)</th><th align="center">TR3 (154)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (130)</th><th align="center">TR3 (155)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (131)</th><th align="center">TR3 (156)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PLAYER_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (132)</th><th align="center">TR3 (157)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">1</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_PORTACABIN
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (162)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>flip_slot</code></td><td colspan="3" align="center">3</td><td>The flip map slot to alter once the cabin has landed. -1 = no flipmap is performed. Value range: minimum -1; maximum 9.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (110)</th><th align="center">TR2 (174)</th><th align="center">TR3 (205)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_1_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_1_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (111)</th><th align="center">TR2 (175)</th><th align="center">TR3 (206)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_2_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_2_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (112)</th><th align="center">TR2 (176)</th><th align="center">TR3 (207)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_3_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_3_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (113)</th><th align="center">TR2 (177)</th><th align="center">TR3 (208)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_4_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_4_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_5_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_5_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_6_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_6_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_7
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_7_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_7_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_8
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_8_COMBO_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_8_COMBO_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_9
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_10
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_11
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_PUZZLE_ITEM_12
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUAD_BIKE
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (16)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>track_1</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 1. -1 = disabled.</td></tr>
<tr><td><code>track_2</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 2. -1 = disabled.</td></tr>
<tr><td><code>track_3</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 3. -1 = disabled.</td></tr>
<tr><td><code>track_4</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 4. -1 = disabled.</td></tr>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
<tr><td><code>test_static_collision</code></td><td colspan="3" align="center">false</td><td>Whether or not this vehicle can collide with static meshes.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (240)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (241)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (242)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (243)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_QUEST_ITEM_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_REVOLVER_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_REVOLVER_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_RIB
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (15)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>track_1</code></td><td colspan="2" align="center">-1 (MX_RIB_THEME)</td><td align="center">12 (MX_RIB_THEME)</td><td>Random music track pool, slot 1. -1 = disabled.</td></tr>
<tr><td><code>track_2</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 2. -1 = disabled.</td></tr>
<tr><td><code>track_3</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 3. -1 = disabled.</td></tr>
<tr><td><code>track_4</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 4. -1 = disabled.</td></tr>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
</tbody>
</table>

#### O_ROCKET_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (256)</th><th align="center">TR2 (300)</th><th align="center">TR3 (174)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_ROCKET_GUN_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (255)</th><th align="center">TR2 (299)</th><th align="center">TR3 (166)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SAVE_CRYSTAL_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (83)</th><th align="center">TR2 (269)</th><th align="center">TR3 (180)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>bob</code></td><td colspan="2" align="center">false</td><td align="center">true</td><td>Whether the crystal hovers and bobs in place.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>Color of the light the crystal casts. Black picks one from the save crystal mode.</td></tr>
<tr><td><code>mesh_index</code></td><td colspan="3" align="center">-1</td><td>Mesh the crystal is drawn with. -1 picks one from the save crystal mode.</td></tr>
<tr><td><code>heal_amount</code></td><td colspan="3" align="center">500</td><td>Health restored by a healing crystal.</td></tr>
</tbody>
</table>

#### O_SCION_ITEM_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (144)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SCION_ITEM_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (145)</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">5</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SECRET_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (190)</th><th align="center">TR3 (221)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SECRET_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (191)</th><th align="center">TR3 (222)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SECRET_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (192)</th><th align="center">TR3 (223)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SHOTGUN_AMMO_2_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SHOTGUN_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (89)</th><th align="center">TR2 (143)</th><th align="center">TR3 (169)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SHOTGUN_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (85)</th><th align="center">TR2 (136)</th><th align="center">TR3 (161)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_SKIDOO_ARMED
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (51)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>max_hit_points</code></td><td colspan="3" align="center">100</td><td>Maximum hit points.</td></tr>
</tbody>
</table>

#### O_SKIDOO_FAST
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2 (13)</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>track_1</code></td><td align="center">-1 (MX_SKIDOO_THEME)</td><td align="center">48 (MX_SKIDOO_THEME)</td><td align="center">-1 (MX_SKIDOO_THEME)</td><td>Random music track pool, slot 1. -1 = disabled.</td></tr>
<tr><td><code>track_2</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 2. -1 = disabled.</td></tr>
<tr><td><code>track_3</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 3. -1 = disabled.</td></tr>
<tr><td><code>track_4</code></td><td colspan="3" align="center">-1</td><td>Random music track pool, slot 4. -1 = disabled.</td></tr>
<tr><td><code>battle_track_1</code></td><td align="center">-1 (MX_BATTLE_THEME)</td><td align="center">49 (MX_BATTLE_THEME)</td><td align="center">-1 (MX_BATTLE_THEME)</td><td>Random battle music track pool, slot 1. -1 = disabled.</td></tr>
<tr><td><code>battle_track_2</code></td><td colspan="3" align="center">-1</td><td>Random battle music track pool, slot 2. -1 = disabled.</td></tr>
<tr><td><code>battle_track_3</code></td><td colspan="3" align="center">-1</td><td>Random battle music track pool, slot 3. -1 = disabled.</td></tr>
<tr><td><code>battle_track_4</code></td><td colspan="3" align="center">-1</td><td>Random battle music track pool, slot 4. -1 = disabled.</td></tr>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
<tr><td><code>test_static_collision</code></td><td colspan="3" align="center">false</td><td>Whether or not this vehicle can collide with static meshes.</td></tr>
</tbody>
</table>

#### O_SMALL_MEDIPACK_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (93)</th><th align="center">TR2 (149)</th><th align="center">TR3 (176)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_STROBE_LIGHT
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (318)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>requires_alarm_active</code></td><td colspan="3" align="center">false</td><td>Require an alert event before the light activates.</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_GENERIC_6
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>switch_mode</code></td><td colspan="3" align="center">0</td><td>Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove</td></tr>
</tbody>
</table>

#### O_SWITCH_TYPE_PULLEY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>required_pulls</code></td><td colspan="3" align="center">1</td><td>The number of pulls required before activating the trigger under the pulley. Value range: minimum 1</td></tr>
<tr><td><code>is_single_use</code></td><td colspan="3" align="center">false</td><td>Whether or not the pulley can only be used once.</td></tr>
</tbody>
</table>

#### O_TRAPDOOR_TYPE_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (65)</th><th align="center">TR2 (114)</th><th align="center">TR3 (139)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_TRAPDOOR_TYPE_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (66)</th><th align="center">TR2 (115)</th><th align="center">TR3 (140)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_TRAPDOOR_TYPE_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (67)</th><th align="center">TR2 (116)</th><th align="center">TR3 (141)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>auto_open</code></td><td colspan="3" align="center">true</td><td>Whether the trapdoor opens automatically when triggered.</td></tr>
</tbody>
</table>

#### O_TROPICAL_FISH
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (339)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>sprite_offset</code></td><td colspan="3" align="center">0</td><td>Texture offset in `O_TROPICAL_FISH_GFX`.</td></tr>
<tr><td><code>range</code></td><td colspan="3" align="center">((XYZ_32) { 1, 1, 1 })</td><td>Swim range, in quarter tiles. Value range: minimum 1 on each axis.</td></tr>
<tr><td><code>use_room_lighting</code></td><td colspan="2" align="center">true</td><td align="center">false</td><td>Whether the shoal uses the surrounding room lighting.</td></tr>
</tbody>
</table>

#### O_UPV
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3 (19)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>is_heavy</code></td><td colspan="3" align="center">true</td><td>Whether or not this vehicle can activate heavy triggers.</td></tr>
</tbody>
</table>

#### O_UZI_AMMO_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (91)</th><th align="center">TR2 (145)</th><th align="center">TR3 (171)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_UZI_ITEM
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1 (87)</th><th align="center">TR2 (138)</th><th align="center">TR3 (163)</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_1_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_1_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_1_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_1_EMPTY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_1
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_2
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_3
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_4
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_5
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>

#### O_WATERSKIN_2_EMPTY
<table width="100%">
<thead><tr><th>Property</th><th align="center">TR1</th><th align="center">TR2</th><th align="center">TR3</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>pickup_mode</code></td><td colspan="3" align="center">0</td><td>Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar.</td></tr>
<tr><td><code>show_pickup_aid</code></td><td colspan="3" align="center">true</td><td>Show a twinkle effect above the item.</td></tr>
<tr><td><code>rotation</code></td><td colspan="3" align="center">0</td><td>How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.</td></tr>
<tr><td><code>glow_color</code></td><td colspan="3" align="center">(0, 0, 0)</td><td>The color of the item's glow while it's active. Black infers no glow.</td></tr>
</tbody>
</table>
