// Props
//						Appearance=============================================================================	Properties=====================================================================================================================================================================================================================================================================================================================================	Sounds==================================================================================================================================================
//				Mapkey---------	ASCII----------	Alternate	Color----------	Animation----------------------						Root			Support----------------	Destruction--------------------------------------------				Blocks-----------------	Movement-----------------------	Light---------- 													Footstep-----------------------										Door--------------------------------------------
// Tag	Name			Normal	Open	Over	Side	Over	Side	Foreground	Type	Particle		Invis	Material	Obstr	Mass	Level	Height	Profile	Vert	Horiz	Stabil	Integ	Firm	Rubble			isRubbl	ShowMsg	ExplDmp	Cushion	Transpa	Prjctls	Explsns	Smoke	Occup	+TU	DoorTU	isAuto	Amount	Radius	Traits				Special Abilities							Silent?	Sound			Ambient			Destruction		Land			Open			Close			
// RUBBLE (mostly match material types, for cell/prop use)							                                                                	                                                	 	 	 	 		                          			                
-	"Brick Rubble"		NONE	NONE	;	;	NONE	NONE	gray_3		-	-			0	"Brick"		0	8	0	1	SQ9X9	0	0	0	15	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_GRAVEL		-			-			LAND_BRICK_RUBBLE	-			-			
-	"Wood Rubble"		NONE	NONE	;	;	NONE	NONE	sepia_3		-	-			0	"Wood"		0	5	0	1	SQ9X9	0	0	0	8	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_GRAVEL		-			-			LAND_WOOD_RUBBLE	-			-			
-	"Metal Rubble"		NONE	NONE	;	;	NONE	NONE	gray_7		-	-			0	"Metal"		0	5	0	1	SQ9X9	0	0	0	20	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_METAL_RUBBLE	-			-			LAND_METAL_RUBBLE	-			-			
-	"Tile Rubble"		NONE	NONE	;	;	NONE	NONE	sepia_7		-	-			0	"Ceramic"	0	5	0	1	SQ9X9	0	0	0	10	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_GRAVEL		-			-			LAND_TILE_RUBBLE	-			-			
-	"Concrete Rubble"	NONE	NONE	;	;	NONE	NONE	gray_3		-	-			0	"Concrete"	0	5	0	1	SQ9X9	0	0	0	15	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_GRAVEL		-			-			LAND_CONCRETE_RUBBLE	-			-			
-	"Stone Rubble"		NONE	NONE	;	;	NONE	NONE	gray_8		-	-			0	"Stone"		0	5	0	1	SQ9X9	0	0	0	25	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_ROCKS		-			-			LAND_STONE_RUBBLE	-			-			
-	"Twisted Alloy"		NONE	NONE	;	;	NONE	NONE	gray_7		-	-			0	"Alloy"		0	5	0	1	SQ9X9	0	0	0	35	-1	-			1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	STEP_METAL_RUBBLE	-			-			LAND_METAL_RUBBLE	-			-			
// glass using different ASCII, since it doesn't add to TU cost									                                                                        	                                                	 	 	 	 		                          			                	                                                                                                                                
-	"Glass Rubble"		NONE	NONE	.	;	NONE	NONE	gray_9		-	-			0	"Glass"		0	1	0	1	SQ9X9	0	0	0	2	-1	-			1	0	0	0	1	0	0	0	1	0	0	0	0	0       -				-									0	STEP_GLASS_RUBBLE	-			-			LAND_GLASS_RUBBLE	-			-			
// Concrete Rubble...                                                                           				                                                                                	                                                	 	 	 	 		                          			        	                                                                                                                                                
// etc                                                                                                          		                                                                                                                                                                                                                                                                                                                                                                                                        
// EXTERIOR TESTING                                                                                             		                                                                        	                                                        			                                                                                                                                                                                                                                        
-	"Bush"			b	NONE	b	b	NONE	NONE	green_2		-	-			0	"Foliage"	3	2	0	4	SQ9X9	0	0	0	12	25	="Leafy Debris"		0	1	0	1	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_FOLIAGE		LAND_FOLIAGE		-			-			
-	"Tall Hedge"		H	NONE	WALL2	#	NONE	NONE	green_2		-	-			0	"Foliage"	99	4	0	8	SQ9X9	0	0	0	18	50	="Leafy Debris"		0	1	0	2	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_FOLIAGE		LAND_FOLIAGE		-			-			
-	"Tree Trunk"		T	NONE	T	T	NONE	NONE	sepia_5		-	-			0	"Wood"		6	5	0	8	SQ3X3	2	0	150	24	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			PROP_TREE		DEST_TRUNK		LAND_TRUNK		-			-			
-	"Tree Branches"		B	NONE	B	B	NONE	NONE	green_2		-	-			0	"Foliage"	6	3	0	8	RD7X7	0	1	150	18	35	+"Broken"		0	1	0	1	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_FOLIAGE		LAND_FOLIAGE		-			-			
-	"Metal Fence"		f	NONE	WALL1	#	NONE	NONE	sepia_5		-	-			0	"Metal"		1	1	0	5	SQ7X7	0	0	0	20	80	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_METAL_FENCE	LAND_METAL_FENCE	-			-			
-	"Lightpost"		l	NONE	L	L	NONE	NONE	gray_3		-	-			0	"Metal"		1	4	0	8	SQ3X3	1	0	100	20	130	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			LAND_METAL_POLE		LAND_METAL_POLE		-			-			
-	"Lightpost Light"	L	NONE	L	L	NONE	NONE	yellow_5	-	-			0	"Glass"		1	2	0	4	SQ3X3	0	0	0	5	80	-			0	1	0	0	1	0	0	0	0	0	0	0	255	7       -				-									0	-			-			DEST_GLASS_BULB		-			-			-			
// HOUSE        	        	                		                        					        	                	        	        	                		                         	 	 	 	                 	 	                																										
-	"Picket Fence"		i	NONE	WALL1	#	NONE	NONE	gray_9		-	-			0	"Wood"		4	1	0	4	SQ7X7	0	0	0	8	60	+"Broken"		0	1	0	-1	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FENCE		LAND_WOOD_PLANKS	-			-			
-	"Table"			t	NONE	t	t	NONE	NONE	sepia_7		-	-			0	"Wood"		3	5	0	3	SQ9X9	0	0	0	14	80	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Chair"			c	NONE	h	h	NONE	NONE	sepia_7		-	-			0	"Wood"		2	3	0	3	SQ5X5	0	0	0	10	60	+"Broken"		0	1	0	-1	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Kitchen Counter"	k	NONE	k	k	NONE	NONE	sky_3		-	-			0	"Wood"		5	10	0	4	SQ9X9	0	0	0	22	150	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Cabinet"		C	NONE	C	C	NONE	NONE	sky_5		-	-			0	"Wood"		10	8	0	7	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Dresser"		d	NONE	d	d	NONE	NONE	sepia_5		-	-			0	"Wood"		5	8	0	4	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Bookcase"		K	NONE	K	K	NONE	NONE	sepia_5		-	-			0	"Wood"		10	8	0	7	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Bed"			e	NONE	b	b	NONE	NONE	sepia_5		-	-			0	"Wood"		4	8	0	3	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	2	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Nightstand"		n	NONE	n	n	NONE	NONE	sepia_5		-	-			0	"Wood"		4	5	0	3	SQ7X7	0	0	0	8	60	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	255	3       -				-									0	-			-			DEST_GLASS_BULB		LAND_WOOD_FURNITURE	-			-			
-	"Couch Chair"		Z	NONE	c	c	NONE	NONE	azure_5		-	-			0	"Wood"		4	7	0	4	SQ7X7	0	0	0	12	80	+"Broken"		0	1	0	1	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_WOOD_FURNITURE	LAND_WOOD_FURNITURE	-			-			
-	"Door"			+	/	+	+	/	/	sepia_5		-	-			0	"Wood"		0	7	0	8	SQ9X9	0	0	0	12	90	+"Broken"		0	1	20	0	0	1	1	1	0	0	4	0	0	0	-				-									0	-			-			DEST_DOOR_WOODEN	LAND_WOOD_FURNITURE	DOOR_WOOD_OPEN		DOOR_WOOD_CLOSE		
-	"Window"		`	NONE	WINDOW	VLINE1	NONE	NONE	white		-	-			0	"Glass"		0	1	0	8	NONE	0	0	0	0	0	"Glass Rubble"		0	1	0	0	1	0	1	1	0	0	0	0	0	0	-				-									0	-			-			DEST_GLASS_HEAVY	-			-			-			
// UFO          	        	                		                        					        	                	        	        	                		                         	 	 	 	                 	 	                																																			
-	"Alien Terminal"	a	NONE	t	t	NONE	NONE	chartreuse_3	-	-			0	"Electronics"	1	5	0	8	SQ5X5	0	0	0	40	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	255	3       -				-									0	-			PROP_ALIEN_TERMINAL	DEST_COMPUTER		LAND_METAL_HEAVY	-			-			
-	"UFO Chair"		h	NONE	h	h	NONE	NONE	sky_3		-	-			0	"Alloy"		1	4	0	3	SQ5X5	0	0	0	60	150	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			DEST_METAL_ALLOY	LAND_METAL_HEAVY	-			-			
// when UFO power explodes, should actually send rubble outward... (as will most explosive props);			        								                                                                                                                                                                                                                                                                                                                                
// that rubble could fly                         further than explosion radius and cause damage/hurt? 	 			                                                                                                                                             		 	 	 	 		                          			                                        	                	                	                	                	                	                
-	"UFO Power"		P	NONE	P	P	NONE	NONE	orange_5	GROUND	UFO_Power		0	"Alloy"		6	10	0	6	SQ9X9	0	0	0	50	150	-			0	0	30	0	1	0	0	0	0	0	0	0	255	5       -				UFO_Power_Explosion							0	-			PROP_UFO_POWER		-			-			-			-			
-	"UFO Door"		0	/	+	+	/	/	gray_8		-	-			0	"Alloy"		0	7	0	8	SQ9X9	0	0	0	200	100	+"Broken"		0	1	100	0	0	1	1	1	0	0	4	1	0	0	-				-									0	-			-			DEST_METAL_ALLOY	LAND_METAL_HEAVY	DOOR_UFO_OPEN		DOOR_UFO_CLOSE		
// SKYRANGER                                                                                    			
-	Skyranger_Door_Sound	g	NONE	.	.	NONE	NONE	black		-	-			1	"Space"		0	0	0	0	NONE	0	0	0	-1	-1	-			0	0	0	0	1	0	0	0	1	0	0	0	0	0	-				Skyranger_Door_Sound							0	-			-			-			-			-			-			
// notes:                                                                                       				                                                                                	                                                	 	 	 	 		                          			        	                                                                                                                                                
//	expldmp values not set yet (except ufo power...)--check X-COM data later                				                                                                        	                                                	 	 	 	 		                          			                	                                                                                                                                                
// AREA51                                                                                       				                                                                                	                                                	 	 	 	 		                          			        	                                                                                                                                                
-	"Concrete Barrier"	A	NONE	b	b	NONE	NONE	gray_7		-	-			0	"Concrete"	3	10	0	4	SQ9X9	0	0	0	30	100	+"Broken"		0	1	20	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Fuel Drum"		D	NONE	d	d	NONE	NONE	gray_7		-	-			0	"Metal"		3	8	0	4	RD7X7	0	0	0	10	50	-			0	0	0	0	1	0	0	0	0	0	0	0	0	0       -				Fuel_Drum_Explosion							0	-			-			-			-			-			-			
-	"Sandbags"		s	NONE	s	s	NONE	NONE	sepia_8		-	-			0	"Sand"		4	8	0	4	SQ9X9	0	0	0	20	90	-			0	1	20	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Giant Cactus"		|	NONE	t	t	NONE	NONE	chartreuse_3	-	-			0	"Grass"		6	5	0	8	SQ3X3	2	0	150	18	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Area 51 Light"		^	NONE	L	L	NONE	NONE	yellow_5	-	-			0	"Glass"		1	2	0	4	SQ3X3	0	0	0	5	80	-			0	1	0	0	1	0	0	0	0	0	0	0	255	7       -				-									0	-			-			-			-			-			-			
-	"Workbench"		w	NONE	w	w	NONE	NONE	sepia_5		-	-			0	"Wood"		5	8	0	4	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Espresso Machine"	m	NONE	m	m	NONE	NONE	sky_5		-	-			0	"Metal"		4	3	0	4	SQ3X3	0	0	0	10	20	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
// EXODUS               		                	                		                		                                                                                                                        	                                 	 	 	 	                 	 	                        			                							 	        		        		        		        		        		        		
-	"Lampstand"		p	NONE	L	L	NONE	NONE	yellow_4	-	-			0	"Metal"		1	1	0	6	SQ3X3	0	0	0	5	20	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	255	4       -				-									0	-			-			-			-			-			-			
-	"Desk"			=	NONE	t	t	NONE	NONE	sepia_7		-	-			0	"Wood"		3	5	0	3	SQ9X9	0	0	0	14	80	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Counter"		-	NONE	WALL1	-	NONE	NONE	sepia_7		-	-			0	"Wood"		3	5	0	3	SQ9X9	0	0	0	14	80	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"File Cabinet"		F	NONE	F	F	NONE	NONE	gray_5		-	-			0	"Metal"		10	8	0	7	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Toilet"		o	NONE	o	o	NONE	NONE	white		-	-			0	"Ceramic"	2	3	0	3	SQ5X5	0	0	0	10	60	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Cardboard Boxes"	x	NONE	X	X	NONE	NONE	sepia_5		-	-			0	"Wood"		8	5	0	7	SQ7X7	0	0	0	8	60	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Shelves"		S	NONE	S	S	NONE	NONE	sepia_5		-	-			0	"Wood"		10	8	0	7	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Cash Register"		r	NONE	r	r	NONE	NONE	purple_5	-	-			0	"Metal"		4	3	0	4	SQ3X3	0	0	0	10	20	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Sink"			N	NONE	k	k	NONE	NONE	blue_4		-	-			0	"Ceramic"	4	3	0	4	SQ9X9	0	0	0	20	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Storage Crates"	X	NONE	X	X	NONE	NONE	sepia_3		-	-			0	"Wood"		10	10	0	8	SQ9X9	1	0	150	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Hangar Doors"		1	/	+	+	/	/	gray_8		-	-			0	"Metal"		0	7	0	8	SQ9X9	0	0	0	30	100	+"Broken"		0	1	30	0	0	1	1	1	0	0	4	0	0	0	-				-									0	-			-			-			-			-			-			
// CATACLYSM										                        		                                                                                                                                                                                                                                                                                                                                                                                                        
-	"Garage Door"		2	/	+	+	/	/	gray_7		-	-			0	"Metal"		0	7	0	8	SQ9X9	0	0	0	20	90	+"Broken"		0	1	20	0	0	1	1	1	0	0	4	0	0	0	-				-									0	-			-			-			-			-			-			
-	"Picket Gate"		3	/	+	+	/	/	gray_9		-	-			0	"Wood"		0	7	0	8	SQ9X9	0	0	0	12	90	+"Broken"		0	1	20	0	0	1	1	1	0	0	4	0	0	0	-				-									0	-			-			-			-			-			-			
-	"Dead Necrospore"	NONE	NONE	;	;	NONE	NONE	red_1		-	-			0	"Necrospore"	0	4	0	1	SQ9X9	0	0	0	8	-1	-			1	0	0	0	1	0	0	0	1	2	0	0	0	0       Necrospore			-									0	-			-			-			-			-			-			
-	"Necrospore Mass"	z	NONE	z	z	NONE	NONE	red_1		-	-			0	"Necrospore"	3	6	0	2	SQ9X9	0	0	0	20	-1	"Dead Necrospore"	0	1	0	1	1	0	0	0	1	2	0	0	0	0	Necrospore|BLOCK_SUCCESS	Necrospore_Explosion|Necrospore_Spread|Necrospore_StartPulsate		0	-			-			-			-			-			-			
-	"Pulsating Mass"	NONE	NONE	z	z	NONE	NONE	red_2		-	-			0	"Necrospore"	5	8	0	3	SQ9X9	0	0	0	20	-1	"Dead Necrospore"	0	1	0	1	1	0	0	0	1	4	0	0	0	0	Necrospore|BLOCK_SUCCESS	Necrospore_CreatePod|Necrospore_CreateShell|Necrospore_CreateBulge	0	-			-			-			-			-			-			
-	"Necrospore Pod"	NONE	NONE	Z	Z	NONE	NONE	red_3		-	-			0	"Necrospore"	10	10	0	8	SQ9X9	0	0	0	30	-1	"Dead Necrospore"	0	1	0	0	1	0	0	0	0	0	0	0	0	0	Necrospore|BLOCK_SUCCESS	Necrospore_PodHatch							0	-			-			-			-			-			-			
-	"Necrospore Shell"	NONE	NONE	Z	Z	NONE	NONE	red_5		-	-			0	"Necrospore"	10	10	0	8	SQ9X9	0	0	0	30	-1	"Dead Necrospore"	0	1	0	0	1	0	0	0	0	0	0	0	0	0	Necrospore|BLOCK_SUCCESS	Necrospore_ShellHatch							0	-			-			-			-			-			-			
-	"Necrospore Bulge"	NONE	NONE	Z	Z	NONE	NONE	sepia_5		-	-			0	"Necrospore"	10	10	0	8	SQ9X9	0	0	0	30	-1	"Dead Necrospore"	0	1	0	0	1	0	0	0	0	0	0	0	0	0	Necrospore|BLOCK_SUCCESS	Necrospore_BulgeHatch							0	-			-			-			-			-			-			
-	"Flickering Light"	*	NONE	L	L	NONE	NONE	yellow_5	-	-			0	"Glass"		1	2	0	4	SQ3X3	0	0	0	5	80	-			0	1	0	0	1	0	0	0	0	0	0	0	255	7       -				Lightpost_Flicker_Off							0	-			-			-			-			-			-			
-	"Dead Light"		NONE	NONE	L	L	NONE	NONE	gray_3		-	-			0	"Metal"		1	4	0	8	SQ3X3	1	0	0	5	80	-			0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				Lightpost_Flicker_On							0	-			-			-			-			-			-			
-	"ASCII Wall" 		NONE	NONE	#	#	NONE	NONE	sepia_2		-	-			0	"Alloy"		99	10	0	8	SQ9X9	0	0	0	-1	-1	-			0	1	200	0	1	0	0	0	0	0	0	0	0	0       -				ASCII_Wall_Disappear							0	-			-			-			-			-			-			
-	"TV"			v	NONE	v	v	NONE	NONE	purple_5	-	-			0	"Metal"		4	3	0	4	SQ3X3	0	0	0	10	20	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"XBOX"			!	NONE	x	x	NONE	NONE	gray_1		-	-			0	"Metal"		1	1	0	1	SQ3X3	0	0	0	10	20	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Gun Case"		G	NONE	G	G	NONE	NONE	sepia_4		-	-			0	"Wood"		10	8	0	7	SQ9X9	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				Gun_Case_Open|Gun_Case_Empty						0	-			-			-			-			-			-			
-	"Sword Stand"		O	NONE	w	w	NONE	NONE	blue_1		-	-			0	"Wood"		1	3	0	3	SQ3X3	0	0	0	15	100	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				Sword_Stand_Remove|Sword_Stand_Empty					0	-			-			-			-			-			-			
-	"Chem Lab"		M	NONE	M	M	NONE	NONE	amber_5		-	-			0	"Wood"		3	5	0	3	SQ9X9	0	0	0	14	40	+"Wrecked"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Boarded Window"	&	NONE	WINDOW	VLINE1	NONE	NONE	sepia_5		-	-			0	"Wood"		0	3	0	8	SQ9X9	0	0	0	10	50	"Wood Rubble"		0	1	0	0	0	1	1	1	0	0	0	0	0	0	-				-									0	-			-			-			-			-			-			
-	"Light"			I	NONE	L	L	NONE	NONE	yellow_4	-	-			0	"Metal"		0	1	0	1	SQ3X3	0	0	0	5	20	+"Broken"		0	1	0	0	1	0	0	0	1	0	0	0	255	4       -				-									0	-			-			-			-			-			-			
-	"\"Police\""		?	NONE	#	#	NONE	NONE	sky_6		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"Kyzrati's Curiosities\"" }	NONE	#	#	NONE	NONE	green_1		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"Beware Landmines\""	%	NONE	#	#	NONE	NONE	orange_4	-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"No Tresspassing\"" 	>	NONE	#	#	NONE	NONE	green_1		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"Guns 'n Ammo\""	9	NONE	#	#	NONE	NONE	red_4		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"*bucks\"" 		)	NONE	#	#	NONE	NONE	sepia_5		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"@ Your Convenience\"" @	NONE	#	#	NONE	NONE	yellow_4	-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"Good Goods\"" 	]	NONE	#	#	NONE	NONE	yellow_4	-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"\"Pizzeria\"" 		~	NONE	#	#	NONE	NONE	sepia_5		-	-			0	"Wood"		3	2	0	3	SQ3X3	0	0	0	12	60	="Broken Sign"		1	0	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Loose Dirt"		.	NONE	.	_	NONE	NONE	sepia_2		-	-			0	"Soil"		3	2	0	4	SQ9X9	0	0	0	12	25	-			0	0	0	0	1	0	0	0	1	4	0	0	0	0       -				Landmine_Explosion							0	-			-			-			-			-			-			
-	"Pulpit"		U	NONE	O	_	NONE	NONE	sepia_5		-	-			0	"Wood"		0	8	0	1	SQ9X9	0	0	0	20	60	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Lectern"		E	NONE	O	_	NONE	NONE	sepia_5		-	-			0	"Wood"		0	8	0	1	SQ9X9	0	0	0	20	60	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Altar"			u	NONE	^	^	NONE	NONE	gray_8		-	-			0	"Stone"		4	10	0	3	SQ9X9	0	0	0	30	80	+"Broken"		0	1	30	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Pew"			W	NONE	=	=	NONE	NONE	sepia_5		-	-			0	"Wood"		0	2	0	2	SQ9X9	0	0	0	12	60	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Candelabra"		Y	NONE	Y	Y	NONE	NONE	yellow_4	-	-			0	"Metal"		0	1	0	1	SQ3X3	0	0	0	5	20	+"Broken"		0	1	0	0	1	0	0	0	1	4	0	0	255	4       -				-									0	-			-			-			-			-			-			
-	"Grimy Tent"		R	NONE	^	^	NONE	NONE	sepia_4		-	-			0	"Carpet"	3	1	0	8	SQ9X9	1	1	50	5	10	+"Ruined"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				-									0	-			-			-			-			-			-			
-	"Pandora's Gate"	NONE	NONE	@	@	NONE	NONE	red_5		-	-			0	"Alloy"		99	10	0	8	SQ9X9	0	0	0	-1	-1	-			0	1	999	0	1	0	0	0	0	0	0	0	255	10	-				Pandora's_Gate|Pandora_Summon						0	-			-			-			-			-			-			
// MOD TESTS                                                                                                    		                                                                                                                                                                                                                                                                                                                                                                                                        
-	"Barricade"		q	NONE	q	-	NONE	NONE	sepia_5		-	-			0	"Wood"		3	5	0	3	SQ9X9	0	0	0	14	80	+"Broken"		0	1	0	0	1	0	0	0	0	0	0	0	0	0       -				REVEAL_DEAD								0	-			-			-			-			-			-			
// Notes:	
//	any transparent prop with no profile (NONE) if considered a window
//	windows auto-orient		                                                                                                                                                                                                                                                                                
//	doors should always use closed values as base		                                                                                                                                                                                                                                                        
//	doorTU is 0 for non-door cells--if not 0, then cell is considered a door and requires doorTU to open or close		                                                                                                                                                                                        