module Base { model PU_FL_Window_Car_Light { mesh = vehicles/CarArmor|windowfrontlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_FR_Window_Car_Light { mesh = vehicles/CarArmor|windowfrontlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_RL_Window_Car_Light { mesh = vehicles/CarArmor|windowrearlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_RR_Window_Car_Light { mesh = vehicles/CarArmor|windowrearlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_F_Window_Car_Light { mesh = vehicles/CarArmor|windowlightfront, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_R_Window_Car_Light { mesh = vehicles/CarArmor|windowlightrear, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_FL_Window_Car_Heavy { mesh = vehicles/CarArmor|windowfrontheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_FR_Window_Car_Heavy { mesh = vehicles/CarArmor|windowfrontheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_RL_Window_Car_Heavy { mesh = vehicles/CarArmor|windowrearheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_RR_Window_Car_Heavy { mesh = vehicles/CarArmor|windowrearheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_F_Window_Car_Heavy { mesh = vehicles/CarArmor|windowheavyfront, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_R_Window_Car_Heavy { mesh = vehicles/CarArmor|windowheavyrear, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Bullbar_Car { mesh = vehicles/CarArmor|pushbar_1, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Chains_FL_Car { mesh = vehicles/CarArmor|chaintires, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.0035, } model PU_Chains_FR_Car { mesh = vehicles/CarArmor|chaintires, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.0035, invertX = TRUE, } model PU_Chains_RL_Car { mesh = vehicles/CarArmor|chaintires, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.0035, } model PU_Chains_RR_Car { mesh = vehicles/CarArmor|chaintires, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.0035, invertX = TRUE, } model PU_Hood_Car_Light { mesh = vehicles/CarArmor|hoodlightfront, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Trunk_Car_Light { mesh = vehicles/CarArmor|trunklightrear, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_FL_Car_Light { mesh = vehicles/CarArmor|doorfrontlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_FR_Car_Light { mesh = vehicles/CarArmor|doorfrontlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_Door_RL_Car_Light { mesh = vehicles/CarArmor|doorrearlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_RR_Car_Light { mesh = vehicles/CarArmor|doorrearlightleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_Hood_Car_Heavy { mesh = vehicles/CarArmor|hoodheavyfront, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Trunk_Car_Heavy { mesh = vehicles/CarArmor|trunkheavyrear, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_FL_Car_Heavy { mesh = vehicles/CarArmor|doorfrontheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_FR_Car_Heavy { mesh = vehicles/CarArmor|doorfrontheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_Door_RL_Car_Heavy { mesh = vehicles/CarArmor|doorrearheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } model PU_Door_RR_Car_Heavy { mesh = vehicles/CarArmor|doorrearheavyleft, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, invertX = TRUE, } model PU_Rack_Car { mesh = vehicles/CarArmor|roofrack, texture = Vehicles/puv_parts, shader = vehiclewheel, scale = 0.004, } template vehicle PU_Armor_Car { template = ATA2Protection/part/ATA2ProtectionWindowFrontLeft, part ATA2ProtectionWindowFrontLeft { model Light { file = PU_FL_Window_Car_Light, } model Heavy { file = PU_FL_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionWindowFrontRight, part ATA2ProtectionWindowFrontRight { model Light { file = PU_FR_Window_Car_Light, } model Heavy { file = PU_FR_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionWindowRearLeft, part ATA2ProtectionWindowRearLeft { model Light { file = PU_RL_Window_Car_Light, } model Heavy { file = PU_RL_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionWindowRearRight, part ATA2ProtectionWindowRearRight { model Light { file = PU_RR_Window_Car_Light, } model Heavy { file = PU_RR_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionWindshield, part ATA2ProtectionWindshield { model Light { file = PU_F_Window_Car_Light, } model Heavy { file = PU_F_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionWindshieldRear, part ATA2ProtectionWindshieldRear { model Light { file = PU_R_Window_Car_Light, } model Heavy { file = PU_R_Window_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionTrunk, part ATA2ProtectionTrunk { model Light { file = PU_Trunk_Car_Light, } model Heavy { file = PU_Trunk_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionDoorFrontLeft, part ATA2ProtectionDoorFrontLeft { model Light { file = PU_Door_FL_Car_Light, } model Heavy { file = PU_Door_FL_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionDoorFrontRight, part ATA2ProtectionDoorFrontRight { model Light { file = PU_Door_FR_Car_Light, } model Heavy { file = PU_Door_FR_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionDoorRearLeft, part ATA2ProtectionDoorRearLeft { model Light { file = PU_Door_RL_Car_Light, } model Heavy { file = PU_Door_RL_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionDoorRearRight, part ATA2ProtectionDoorRearRight { model Light { file = PU_Door_RR_Car_Light, } model Heavy { file = PU_Door_RR_Car_Heavy, } } template = ATA2Protection/part/ATA2ProtectionHood, part ATA2ProtectionHood { model Light { file = PU_Hood_Car_Light, } model Heavy { file = PU_Hood_Car_Heavy, } } template = ATA2Bullbars/part/ATA2Bullbar, part ATA2Bullbar { model Default { file = PU_Bullbar_Car, } } part Tire* { setAllModelsVisible = false, table install { complete = ATATuning2.InstallComplete.TireNotAllModelsVisible, } table uninstall { complete = ATATuning2.UninstallComplete.TireNotAllModelsVisible, } lua { create = ATATuning2.Create.TireNotAllModelsVisible, init = ATATuning2.Init.TireNotAllModelsVisible, checkOperate = Vehicles.CheckOperate.Tire, update = Vehicles.Update.Tire, } } template = ATA2Protection/part/ATA2ProtectionWheels, part TireFrontLeft { model ATAProtection { file = PU_Chains_FL_Car, } } part TireRearLeft { model ATAProtection { file = PU_Chains_RL_Car, } } part TireFrontRight { model ATAProtection { file = PU_Chains_FR_Car, } } part TireRearRight { model ATAProtection { file = PU_Chains_RR_Car, } } template = ATA2InteractiveTrunk/part/ATA2InteractiveTrunkRoofRack, part ATA2InteractiveTrunkRoofRack { model Default { file = PU_Rack_Car, } } } }