/
entity_properties.lua
1759 lines (1552 loc) · 97.7 KB
/
entity_properties.lua
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-- OPENTOMB ENTITY PROPERTIES CONFIGURATION
-- By TeslaRus, Lwmte 2013-2014
--------------------------------------------------------------------------------
-- [ hide ] flag values:
-- 0x00 - Object is visible.
-- 0x01 - Object is invisible.
-- [ trav ] flag values:
-- 0x00 - Object is not pushable.
-- 0x10 - Object is pushable, but can not been floor for other pushable
-- 0x18 - Object is pushable, and can be floor for other pushable
-- [ coll ] flag values:
-- 0x0000 - Object has no collisions
-- 0x0001 - Object uses real mesh data for collision.
-- 0x0002 - Object uses bounding box for collision.
-- 0x0003 - Object uses sphere of a specified radius for collision.
-- [ func ] :
-- Function which spawns a scripted behaviour for ALL entities sharing the same
-- entity model ID.
--------------------------------------------------------------------------------
print("Collide / visibility flags script loaded");
--------------------------------------------------------------------------------
----------------------------- TR_I, TR_I_DEMO, TR_I_UB -------------------------
--------------------------------------------------------------------------------
tr1_entity_tbl = {};
-- NOTE: Objects before ID 06 are internal service objects and never appear in-game.
-- ACTORS --
tr1_entity_tbl[06] = {coll = 0x02}; -- Doppelgagner
tr1_entity_tbl[07] = {coll = 0x02, func = "baddie"}; -- Wolf
tr1_entity_tbl[08] = {coll = 0x02, func = "baddie"}; -- Bear
tr1_entity_tbl[09] = {coll = 0x02, func = "baddie"}; -- Bat
tr1_entity_tbl[10] = {coll = 0x02, func = "baddie"}; -- Crocodile (land)
tr1_entity_tbl[11] = {coll = 0x02, func = "baddie"}; -- Crocodile (water)
tr1_entity_tbl[12] = {coll = 0x02, func = "baddie"}; -- Lion Male
tr1_entity_tbl[13] = {coll = 0x02, func = "baddie"}; -- Lion Female
tr1_entity_tbl[14] = {coll = 0x02, func = "baddie"}; -- Puma
tr1_entity_tbl[15] = {coll = 0x02, func = "baddie"}; -- Gorilla
tr1_entity_tbl[16] = {coll = 0x02, func = "baddie"}; -- Rat (land)
tr1_entity_tbl[17] = {coll = 0x02, func = "baddie"}; -- Rat (water)
tr1_entity_tbl[18] = {coll = 0x01, func = "baddie"}; -- T-Rex
tr1_entity_tbl[19] = {coll = 0x02, func = "baddie"}; -- Raptor
tr1_entity_tbl[20] = {coll = 0x01, func = "baddie"}; -- Winged mutant
tr1_entity_tbl[21] = {coll = 0x00, hide = 0x01}; -- (RESPAWN POINT?)
tr1_entity_tbl[22] = {coll = 0x00, hide = 0x01}; -- (AI TARGET?)
tr1_entity_tbl[23] = {coll = 0x01}; -- Centaur
tr1_entity_tbl[24] = {coll = 0x02}; -- Mummy
tr1_entity_tbl[25] = {coll = 0x02}; -- DinoWarrior (UNUSED!)
tr1_entity_tbl[26] = {coll = 0x02}; -- Fish
tr1_entity_tbl[27] = {coll = 0x02, func = "baddie"}; -- Larson
tr1_entity_tbl[28] = {coll = 0x02, func = "baddie"}; -- Pierre
tr1_entity_tbl[29] = {coll = 0x02}; -- Skateboard
tr1_entity_tbl[30] = {coll = 0x02, func = "baddie"}; -- Skateboard Kid
tr1_entity_tbl[31] = {coll = 0x02, func = "baddie"}; -- Cowboy
tr1_entity_tbl[32] = {coll = 0x02, func = "baddie"}; -- Mr. T
tr1_entity_tbl[33] = {coll = 0x02, func = "baddie"}; -- Natla (winged)
tr1_entity_tbl[34] = {coll = 0x01, func = "baddie"}; -- Torso Boss
-- ANIMATINGS --
tr1_entity_tbl[35] = {coll = 0x02, func = "fallblock"}; -- Falling floor
tr1_entity_tbl[36] = {coll = 0x01, func = "swingblade"}; -- Swinging blade (Vilcabamba, etc.)
tr1_entity_tbl[37] = {coll = 0x02, func = "oldspike"}; -- Spikes
tr1_entity_tbl[38] = {coll = 0x01, func = "boulder"}; -- Boulder
tr1_entity_tbl[39] = {coll = 0x01}; -- Dart
tr1_entity_tbl[40] = {coll = 0x01}; -- Dartgun
tr1_entity_tbl[41] = {coll = 0x01}; -- Lifting door
tr1_entity_tbl[42] = {coll = 0x01, func = "slamdoor"}; -- Slamming sawtooth doors
tr1_entity_tbl[43] = {coll = 0x01}; -- Sword of Damocles
tr1_entity_tbl[44] = {coll = 0x01}; -- Thor's hammer (handle)
tr1_entity_tbl[45] = {coll = 0x01}; -- Thor's hammer (block)
tr1_entity_tbl[46] = {coll = 0x01, hide = 0x01}; -- Thor's lightning ball
tr1_entity_tbl[47] = {coll = 0x01}; -- Barricade
tr1_entity_tbl[48] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Pushable block
tr1_entity_tbl[49] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Pushable block
tr1_entity_tbl[50] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Pushable block
tr1_entity_tbl[51] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Pushable block
tr1_entity_tbl[52] = {coll = 0x01, func = "tallblock"}; -- Moving block
tr1_entity_tbl[53] = {coll = 0x02, func = "fallceiling"}; -- Falling ceiling
tr1_entity_tbl[54] = {coll = 0x01}; -- Sword of Damocles (unused?)
tr1_entity_tbl[55] = {coll = 0x02, func = "switch"}; -- Wall switch (lever)
tr1_entity_tbl[56] = {coll = 0x02, func = "switch"}; -- Underwater switch (lever)
-- DOORS --
tr1_entity_tbl[57] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[58] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[59] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[60] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[61] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[62] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[63] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[64] = {coll = 0x01, func = "door"}; -- Door
tr1_entity_tbl[65] = {coll = 0x01, func = "door"}; -- Floor trapdoor
tr1_entity_tbl[66] = {coll = 0x01, func = "door"}; -- Floor trapdoor
-- COLLISION OBJECTS --
tr1_entity_tbl[68] = {coll = 0x01}; -- Bridge flat
tr1_entity_tbl[69] = {coll = 0x01}; -- Bridge tilt 1
tr1_entity_tbl[70] = {coll = 0x01}; -- Bridge tilt 2
-- MENU ITEMS AND ANIMATINGS --
tr1_entity_tbl[71] = {coll = 0x00}; -- Menu: Passport
tr1_entity_tbl[72] = {coll = 0x00}; -- Menu: Compass
tr1_entity_tbl[73] = {coll = 0x00}; -- Menu: Lara's Home photo
tr1_entity_tbl[74] = {coll = 0x02, func = "anim"}; -- Animating 1
tr1_entity_tbl[75] = {coll = 0x02, func = "anim"}; -- Animating 2
tr1_entity_tbl[76] = {coll = 0x02, func = "anim"}; -- Animating 3
tr1_entity_tbl[81] = {coll = 0x00}; -- Menu: Passport (closed)
tr1_entity_tbl[82] = {coll = 0x00}; -- Natla Logo
tr1_entity_tbl[83] = {coll = 0x01}; -- Savegame crystal
tr1_entity_tbl[95] = {coll = 0x00}; -- Menu: Sunglasses
tr1_entity_tbl[96] = {coll = 0x00}; -- Menu: Cassette player
tr1_entity_tbl[97] = {coll = 0x00}; -- Menu: Arrow keys
tr1_entity_tbl[98] = {coll = 0x00}; -- Menu: Flashlight (UNUSED!)
-- GENERAL MENU ITEMS --
tr1_entity_tbl[99] = {coll = 0x00}; -- Menu: Pistols
tr1_entity_tbl[100] = {coll = 0x00}; -- Menu: Shotgun
tr1_entity_tbl[101] = {coll = 0x00}; -- Menu: Magnums
tr1_entity_tbl[102] = {coll = 0x00}; -- Menu: Uzis
tr1_entity_tbl[103] = {coll = 0x00}; -- Menu: Pistol ammo
tr1_entity_tbl[104] = {coll = 0x00}; -- Menu: Shotgun ammo
tr1_entity_tbl[105] = {coll = 0x00}; -- Menu: Magnum ammo
tr1_entity_tbl[106] = {coll = 0x00}; -- Menu: Uzi ammo
tr1_entity_tbl[107] = {coll = 0x00}; -- Menu: Grenade ammo (UNUSED!)
tr1_entity_tbl[108] = {coll = 0x00}; -- Pick-up: Small medipack
tr1_entity_tbl[109] = {coll = 0x00}; -- Pick-up: Large medipack
-- PUZZLE PICKUPS --
tr1_entity_tbl[114] = {coll = 0x00}; -- Pick-up: Puzzle 1
tr1_entity_tbl[115] = {coll = 0x00}; -- Pick-up: Puzzle 2
tr1_entity_tbl[116] = {coll = 0x00}; -- Pick-up: Puzzle 3
tr1_entity_tbl[117] = {coll = 0x00}; -- Pick-up: Puzzle 4
-- PUZZLES, KEYS AND SLOTS FOR THEM --
tr1_entity_tbl[118] = {coll = 0x02, func = "keyhole"}; -- Slot 1 empty
tr1_entity_tbl[119] = {coll = 0x02, func = "keyhole"}; -- Slot 2 empty
tr1_entity_tbl[120] = {coll = 0x02, func = "keyhole"}; -- Slot 3 empty
tr1_entity_tbl[121] = {coll = 0x02, func = "keyhole"}; -- Slot 4 empty
tr1_entity_tbl[122] = {coll = 0x02}; -- Slot 1 full
tr1_entity_tbl[123] = {coll = 0x02}; -- Slot 2 full
tr1_entity_tbl[124] = {coll = 0x02}; -- Slot 3 full
tr1_entity_tbl[125] = {coll = 0x02}; -- Slot 4 full
tr1_entity_tbl[127] = {coll = 0x02}; -- Puzzle item 1
tr1_entity_tbl[128] = {coll = 0x00, hide = 0x01, func = "midastouch"}; -- Midas gold touch
tr1_entity_tbl[133] = {coll = 0x00}; -- Key 1
tr1_entity_tbl[134] = {coll = 0x00}; -- Key 2
tr1_entity_tbl[135] = {coll = 0x00}; -- Key 3
tr1_entity_tbl[136] = {coll = 0x00}; -- Key 4
tr1_entity_tbl[137] = {coll = 0x02, func = "keyhole"}; -- Lock 1
tr1_entity_tbl[138] = {coll = 0x02, func = "keyhole"}; -- Lock 2
tr1_entity_tbl[139] = {coll = 0x02, func = "keyhole"}; -- Lock 3
tr1_entity_tbl[140] = {coll = 0x02, func = "keyhole"}; -- Lock 4
tr1_entity_tbl[145] = {coll = 0x02}; -- Scion 1
tr1_entity_tbl[146] = {coll = 0x02}; -- Scion 2
tr1_entity_tbl[147] = {coll = 0x00}; -- Scion holder
tr1_entity_tbl[150] = {coll = 0x00}; -- Scion piece
-- ANIMATINGS --
tr1_entity_tbl[161] = {coll = 0x01}; -- Centaur statue
tr1_entity_tbl[162] = {coll = 0x01}; -- Natla's mines cabin
tr1_entity_tbl[163] = {coll = 0x01}; -- Mutant egg
-- SERVICE OBJECTS --
tr1_entity_tbl[166] = {coll = 0x00}; -- Gunflash
tr1_entity_tbl[169] = {coll = 0x00, hide = 0x01}; -- Camera target
tr1_entity_tbl[170] = {coll = 0x00, hide = 0x01}; -- Waterfall mist
tr1_entity_tbl[172] = {coll = 0x01}; -- Mutant bullet
tr1_entity_tbl[173] = {coll = 0x01}; -- Mutant grenade
tr1_entity_tbl[177] = {coll = 0x00, hide = 0x01}; -- Lava particle emitter
tr1_entity_tbl[179] = {coll = 0x00, hide = 0x01}; -- Flame emitter
tr1_entity_tbl[180] = {coll = 0x00}; -- Moving lava mass
tr1_entity_tbl[181] = {coll = 0x01}; -- Mutant egg (big)
tr1_entity_tbl[182] = {coll = 0x01}; -- Motorboat
tr1_entity_tbl[183] = {coll = 0x01, hide = 0x01}; -- [UNKNOWN YET]
--------------------------------------------------------------------------------
--------------------------------- TR_II, TR_II_DEMO ----------------------------
--------------------------------------------------------------------------------
tr2_entity_tbl = {};
-- Remark: object IDs 0-12 are used for Lara model and never show in game
-- independently.
-- VEHICLES --
tr2_entity_tbl[13] = {coll = 0x01}; -- Red snowmobile (can go fast)
tr2_entity_tbl[14] = {coll = 0x01}; -- Boat
tr2_entity_tbl[51] = {coll = 0x01}; -- Black snowmobile (with guns)
-- ACTORS --
tr2_entity_tbl[15] = {coll = 0x02, func = "baddie"}; -- Doberman
tr2_entity_tbl[16] = {coll = 0x02, func = "baddie"}; -- Masked goon (white mask, jacket)
tr2_entity_tbl[17] = {coll = 0x02, func = "baddie"}; -- Masked goon (white mask, vest)
tr2_entity_tbl[18] = {coll = 0x02, func = "baddie"}; -- Masked goon (black mask)
tr2_entity_tbl[19] = {coll = 0x02, func = "baddie"}; -- Knifethrower
tr2_entity_tbl[20] = {coll = 0x02, func = "baddie"}; -- Shotgun goon
tr2_entity_tbl[21] = {coll = 0x02, func = "baddie"}; -- Rat
tr2_entity_tbl[22] = {coll = 0x02}; -- Dragon (front)
tr2_entity_tbl[23] = {coll = 0x02}; -- Dragon (back)
tr2_entity_tbl[24] = {coll = 0x02}; -- Gondola (Venetian boat)
tr2_entity_tbl[25] = {coll = 0x02, func = "baddie"}; -- Shark
tr2_entity_tbl[26] = {coll = 0x02, func = "baddie"}; -- Yellow moray eel
tr2_entity_tbl[27] = {coll = 0x02, func = "baddie"}; -- Black moray eel
tr2_entity_tbl[28] = {coll = 0x02, func = "baddie"}; -- Barracuda / Whiskered Fish
tr2_entity_tbl[29] = {coll = 0x02, func = "baddie"}; -- Scuba diver
tr2_entity_tbl[30] = {coll = 0x02, func = "baddie"}; -- Gun-wielding rig worker (khaki pants)
tr2_entity_tbl[31] = {coll = 0x02, func = "baddie"}; -- Gun-wielding rig worker (blue jeans)
tr2_entity_tbl[32] = {coll = 0x02, func = "baddie"}; -- Stick-wielding goon
tr2_entity_tbl[33] = {coll = 0x02, func = "baddie"}; -- Stick-wielding goon (can't climb)
tr2_entity_tbl[34] = {coll = 0x02, func = "baddie"}; -- Flamethrower-wielding goon
tr2_entity_tbl[36] = {coll = 0x02, func = "baddie"}; -- Spider
tr2_entity_tbl[37] = {coll = 0x02, func = "baddie"}; -- Giant spider
tr2_entity_tbl[38] = {coll = 0x02, func = "baddie"}; -- Crow
tr2_entity_tbl[39] = {coll = 0x02, func = "baddie"}; -- Tiger / Leopard
tr2_entity_tbl[40] = {coll = 0x02, func = "baddie"}; -- Marco Bartoli
tr2_entity_tbl[41] = {coll = 0x02, func = "baddie"}; -- Spear-wielding Xian Guard
tr2_entity_tbl[42] = {coll = 0x02}; -- Spear-wielding Xian Guard statue
tr2_entity_tbl[43] = {coll = 0x02, func = "baddie"}; -- Sword-wielding Xian Guard
tr2_entity_tbl[44] = {coll = 0x02}; -- Sword-wielding Xian Guard statue
tr2_entity_tbl[45] = {coll = 0x02, func = "baddie"}; -- Yeti
tr2_entity_tbl[46] = {coll = 0x02, func = "baddie"}; -- Bird monster (guards Talion)
tr2_entity_tbl[47] = {coll = 0x02, func = "baddie"}; -- Eagle
tr2_entity_tbl[48] = {coll = 0x02, func = "baddie"}; -- Mercenary
tr2_entity_tbl[49] = {coll = 0x02, func = "baddie"}; -- Mercenary (black ski mask, gray jacket)
tr2_entity_tbl[50] = {coll = 0x02, func = "baddie"}; -- Mercenary (black ski mask, brown jacket)
tr2_entity_tbl[52] = {coll = 0x02, func = "baddie"}; -- Mercenary snowmobile driver
tr2_entity_tbl[53] = {coll = 0x02, func = "baddie"}; -- Monk with long stick
tr2_entity_tbl[54] = {coll = 0x02, func = "baddie"}; -- Monk with knife-end stick
-- TRAPS --
tr2_entity_tbl[55] = {coll = 0x01, func = "fallblock"}; -- Collapsible floor
tr2_entity_tbl[57] = {coll = 0x01}; -- Loose boards
tr2_entity_tbl[58] = {coll = 0x02}; -- Swinging sandbag / spiky ball
tr2_entity_tbl[59] = {coll = 0x02, func = "oldspike"}; -- Spikes / Glass shards
tr2_entity_tbl[60] = {coll = 0x01, func = "boulder"}; -- Boulder
tr2_entity_tbl[61] = {coll = 0x02}; -- Disk (like dart)
tr2_entity_tbl[62] = {coll = 0x00}; -- Wall-mounted disk shooter (like dartgun)
tr2_entity_tbl[63] = {coll = 0x01}; -- Drawbridge
tr2_entity_tbl[64] = {coll = 0x02, func = "slamdoor"}; -- Slamming door
tr2_entity_tbl[65] = {coll = 0x01}; -- Elevator
tr2_entity_tbl[66] = {coll = 0x02}; -- Minisub
tr2_entity_tbl[67] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr2_entity_tbl[68] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr2_entity_tbl[69] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr2_entity_tbl[70] = {coll = 0x02, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr2_entity_tbl[71] = {coll = 0x02}; -- Big bowl (Ice Palace)
tr2_entity_tbl[72] = {coll = 0x02}; -- Breakable window (can shoot out)
tr2_entity_tbl[73] = {coll = 0x02}; -- Breakable window (must jump through)
tr2_entity_tbl[76] = {coll = 0x01}; -- Airplane propeller
tr2_entity_tbl[77] = {coll = 0x02}; -- Power saw
tr2_entity_tbl[78] = {coll = 0x02}; -- Overhead pulley hook
tr2_entity_tbl[79] = {coll = 0x02, func = "fallceiling"}; -- Sandbag / Ceiling fragments
tr2_entity_tbl[80] = {coll = 0x02}; -- Rolling spindle
tr2_entity_tbl[81] = {coll = 0x02, func = "wallblade"}; -- Wall-mounted knife blade
tr2_entity_tbl[82] = {coll = 0x02}; -- Statue with knife blade
tr2_entity_tbl[83] = {coll = 0x01}; -- Multiple boulders / snowballs
tr2_entity_tbl[84] = {coll = 0x02}; -- Detachable icicles
tr2_entity_tbl[85] = {coll = 0x02}; -- Spiky movable wall
tr2_entity_tbl[86] = {coll = 0x01}; -- Bounce pad
tr2_entity_tbl[87] = {coll = 0x02}; -- Spiky ceiling segment
tr2_entity_tbl[88] = {coll = 0x02}; -- Tibetan bell
tr2_entity_tbl[91] = {coll = 0x00}; -- Lara and a snowmobile
tr2_entity_tbl[92] = {coll = 0x00}; -- Wheel knob
tr2_entity_tbl[93] = {coll = 0x00, func = "switch"}; -- Switch
tr2_entity_tbl[94] = {coll = 0x02}; -- Underwater propeller
tr2_entity_tbl[95] = {coll = 0x02}; -- Air fan
tr2_entity_tbl[96] = {coll = 0x02}; -- Swinging box / spiky ball
tr2_entity_tbl[101] = {coll = 0x02}; -- Rolling storage drums
tr2_entity_tbl[102] = {coll = 0x02}; -- Zipline handle
tr2_entity_tbl[103] = {coll = 0x00, func = "switch"}; -- Switch
tr2_entity_tbl[104] = {coll = 0x00, func = "switch"}; -- Switch
tr2_entity_tbl[105] = {coll = 0x00, func = "switch"}; -- Underwater switch
-- DOORS --
tr2_entity_tbl[106] = {coll = 0x01, func = "door"}; -- Door
tr2_entity_tbl[107] = {coll = 0x01, func = "door"}; -- Door
tr2_entity_tbl[108] = {coll = 0x01, func = "door"}; -- Door
tr2_entity_tbl[109] = {coll = 0x01, func = "door"}; -- Door
tr2_entity_tbl[110] = {coll = 0x01, func = "door"}; -- Door
tr2_entity_tbl[111] = {coll = 0x02, func = "door"}; -- Door (pulled upward in Temple of Xian)
tr2_entity_tbl[112] = {coll = 0x02, func = "door"}; -- Door (pulled upward in Temple of Xian)
tr2_entity_tbl[113] = {coll = 0x02, func = "door"}; -- Door (pulled upward)
tr2_entity_tbl[114] = {coll = 0x01, func = "door"}; -- Trapdoor (opens downward)
tr2_entity_tbl[115] = {coll = 0x01, func = "door"}; -- Trapdoor (opens downward)
tr2_entity_tbl[116] = {coll = 0x01, func = "door"}; -- Trapdoor (opens downward)
tr2_entity_tbl[117] = {coll = 0x01}; -- Bridge (flat)
tr2_entity_tbl[118] = {coll = 0x01}; -- Bridge (slope = 1)
tr2_entity_tbl[119] = {coll = 0x01}; -- Bridge (slope = 2)
-- MISC ITEMS --
tr2_entity_tbl[120] = {coll = 0x00}; -- Secret #1
tr2_entity_tbl[121] = {coll = 0x00}; -- Secret #2
tr2_entity_tbl[122] = {coll = 0x00}; -- Lara and butler picture
tr2_entity_tbl[133] = {coll = 0x00}; -- Secret #3
tr2_entity_tbl[134] = {coll = 0x00}; -- Natla's logo
tr2_entity_tbl[152] = {coll = 0x00}; -- Flare
tr2_entity_tbl[153] = {coll = 0x00}; -- Sunglasses
tr2_entity_tbl[154] = {coll = 0x00}; -- Portable CD player
tr2_entity_tbl[155] = {coll = 0x00}; -- Direction keys
tr2_entity_tbl[157] = {coll = 0x00}; -- Pistol
tr2_entity_tbl[158] = {coll = 0x00}; -- Shotgun
tr2_entity_tbl[159] = {coll = 0x00}; -- Auto-pistol
tr2_entity_tbl[160] = {coll = 0x00}; -- Uzi
tr2_entity_tbl[161] = {coll = 0x00}; -- Harpoon gun
tr2_entity_tbl[162] = {coll = 0x00}; -- M16
tr2_entity_tbl[163] = {coll = 0x00}; -- Grenade launcher
tr2_entity_tbl[164] = {coll = 0x00}; -- Pistol ammo(?)
tr2_entity_tbl[165] = {coll = 0x00}; -- Shotgun ammo
tr2_entity_tbl[166] = {coll = 0x00}; -- Auto-pistol ammo
tr2_entity_tbl[167] = {coll = 0x00}; -- Uzi ammo
tr2_entity_tbl[168] = {coll = 0x00}; -- Harpoons
tr2_entity_tbl[169] = {coll = 0x00}; -- M16 ammo
tr2_entity_tbl[170] = {coll = 0x00}; -- Grenades
tr2_entity_tbl[171] = {coll = 0x00}; -- Small medipack
tr2_entity_tbl[172] = {coll = 0x00}; -- Large medipack
tr2_entity_tbl[173] = {coll = 0x00}; -- Flares (opening box)
tr2_entity_tbl[178] = {coll = 0x00}; -- Puzzle 1
tr2_entity_tbl[179] = {coll = 0x00}; -- Puzzle 2
tr2_entity_tbl[180] = {coll = 0x00}; -- Puzzle 3 ?
tr2_entity_tbl[181] = {coll = 0x00}; -- Puzzle 4
tr2_entity_tbl[182] = {coll = 0x00, func = "keyhole"}; -- Slot 1 empty
tr2_entity_tbl[183] = {coll = 0x00, func = "keyhole"}; -- Slot 2 empty
tr2_entity_tbl[184] = {coll = 0x00, func = "keyhole"}; -- Slot 3 empty ?
tr2_entity_tbl[185] = {coll = 0x00, func = "keyhole"}; -- Slot 4 empty
tr2_entity_tbl[186] = {coll = 0x00}; -- Slot 1 full
tr2_entity_tbl[187] = {coll = 0x00}; -- Slot 2 full
tr2_entity_tbl[188] = {coll = 0x00}; -- Slot 3 full ?
tr2_entity_tbl[189] = {coll = 0x00}; -- Slot 4 full
tr2_entity_tbl[197] = {coll = 0x00}; -- Key 1
tr2_entity_tbl[198] = {coll = 0x00}; -- Key 2
tr2_entity_tbl[199] = {coll = 0x00}; -- Key 3
tr2_entity_tbl[200] = {coll = 0x00}; -- Key 4
tr2_entity_tbl[201] = {coll = 0x00, func = "keyhole"}; -- Lock 1
tr2_entity_tbl[202] = {coll = 0x00, func = "keyhole"}; -- Lock 2
tr2_entity_tbl[203] = {coll = 0x00, func = "keyhole"}; -- Lock 3
tr2_entity_tbl[204] = {coll = 0x00, func = "keyhole"}; -- Lock 4
tr2_entity_tbl[207] = {coll = 0x00}; -- Pickup 5
tr2_entity_tbl[208] = {coll = 0x00}; -- Pickup 6
tr2_entity_tbl[209] = {coll = 0x00}; -- Dragon explosion effect (expanding netted bubble)
tr2_entity_tbl[210] = {coll = 0x00}; -- Dragon explosion effect (expanding netted bubble)
tr2_entity_tbl[211] = {coll = 0x00}; -- Dragon explosion effect (expanding solid bubble)
tr2_entity_tbl[212] = {coll = 0x00, func = "alarm_TR2"}; -- Alarm
tr2_entity_tbl[213] = {coll = 0x00, hide = 0x01, func = "drips"}; -- Dripping water
tr2_entity_tbl[214] = {coll = 0x02}; -- Tyrannosaur
tr2_entity_tbl[215] = {coll = 0x00, hide = 0x01, func = "venicebird"}; -- Singing birds
tr2_entity_tbl[216] = {coll = 0x00, hide = 0x01}; -- Placeholder
tr2_entity_tbl[217] = {coll = 0x00, hide = 0x01}; -- Placeholder
tr2_entity_tbl[218] = {coll = 0x02}; -- Dragon bones (front)
tr2_entity_tbl[219] = {coll = 0x02}; -- Dragon bones (back)
tr2_entity_tbl[222] = {coll = 0x02}; -- Aquatic Mine (Venice)
tr2_entity_tbl[223] = {coll = 0x00}; -- Menu background
tr2_entity_tbl[225] = {coll = 0x00}; -- Gong-hammering animation
tr2_entity_tbl[226] = {coll = 0x00}; -- Gong (Ice Palace)
tr2_entity_tbl[227] = {coll = 0x00}; -- Detonator box
tr2_entity_tbl[228] = {coll = 0x00, func = "heli_rig_TR2"}; -- Helicopter (Diving Area)
tr2_entity_tbl[235] = {coll = 0x00}; -- Flare burning?
tr2_entity_tbl[240] = {coll = 0x00}; -- Gunflare
tr2_entity_tbl[241] = {coll = 0x00}; -- Gunflare (M16)
tr2_entity_tbl[243] = {coll = 0x00, hide = 0x01}; -- Camera target
tr2_entity_tbl[244] = {coll = 0x00, hide = 0x01}; -- Camera target - 2 (?)
tr2_entity_tbl[245] = {coll = 0x01}; -- Harpoon (single)
tr2_entity_tbl[247] = {coll = 0x01}; -- Pointer?
tr2_entity_tbl[248] = {coll = 0x01}; -- Grenade (single)
tr2_entity_tbl[249] = {coll = 0x01}; -- Harpoon (flying)
tr2_entity_tbl[251] = {coll = 0x00, hide = 0x01}; -- Sparks
tr2_entity_tbl[253] = {coll = 0x00, hide = 0x01}; -- Fire
tr2_entity_tbl[254] = {coll = 0x00}; -- Skybox
tr2_entity_tbl[256] = {coll = 0x01}; -- Monk
tr2_entity_tbl[257] = {coll = 0x00, hide = 0x01, func = "doorbell"} -- Door bell
tr2_entity_tbl[258] = {coll = 0x00, hide = 0x01, func = "alarmbell"} -- Alarm bell
tr2_entity_tbl[259] = {coll = 0x01, func = "heli_TR2"}; -- Helicopter
tr2_entity_tbl[260] = {coll = 0x02}; -- The butler
tr2_entity_tbl[262] = {coll = 0x00, hide = 0x01}; -- Lara cutscene placement?
tr2_entity_tbl[263] = {coll = 0x00}; -- Shotgun animation (Home Sweet Home)
tr2_entity_tbl[264] = {coll = 0x00, hide = 0x01}; -- Dragon transform wave
--------------------------------------------------------------------------------
-------------------------------------- TR_III ----------------------------------
--------------------------------------------------------------------------------
tr3_entity_tbl = {};
-- NOTE: Objects before ID 12 are internal service objects and never appear in-game.
-- VEHICLES --
tr3_entity_tbl[12] = {coll = 0x01}; -- UPV
tr3_entity_tbl[14] = {coll = 0x01}; -- Kayak
tr3_entity_tbl[15] = {coll = 0x01}; -- Inflatable boat
tr3_entity_tbl[16] = {coll = 0x01}; -- Quadbike
tr3_entity_tbl[17] = {coll = 0x01}; -- Mine cart
tr3_entity_tbl[18] = {coll = 0x01}; -- Big gun
-- ACTORS --
tr3_entity_tbl[19] = {coll = 0x02}; -- Hydro propeller (?)
tr3_entity_tbl[20] = {coll = 0x02, func = "baddie"}; -- Tribesman with spiked axe
tr3_entity_tbl[21] = {coll = 0x02, func = "baddie"}; -- Tribesman with poison-dart gun
tr3_entity_tbl[22] = {coll = 0x02, func = "baddie"}; -- Dog
tr3_entity_tbl[23] = {coll = 0x02, func = "baddie"}; -- Rat
tr3_entity_tbl[24] = {coll = 0x00, hide = 0x01}; -- Kill All Triggers
tr3_entity_tbl[25] = {coll = 0x02, func = "baddie"}; -- Killer whale
tr3_entity_tbl[26] = {coll = 0x02, func = "baddie"}; -- Scuba diver
tr3_entity_tbl[27] = {coll = 0x02, func = "baddie"}; -- Crow
tr3_entity_tbl[28] = {coll = 0x02, func = "baddie"}; -- Tiger
tr3_entity_tbl[29] = {coll = 0x02, func = "baddie"}; -- Vulture
tr3_entity_tbl[30] = {coll = 0x01, func = "baddie"}; -- Assault-course target
tr3_entity_tbl[31] = {coll = 0x02, func = "baddie"}; -- Crawler mutant in closet
tr3_entity_tbl[32] = {coll = 0x02, func = "baddie"}; -- Crocodile (in water)
tr3_entity_tbl[34] = {coll = 0x02, func = "baddie"}; -- Compsognathus
tr3_entity_tbl[35] = {coll = 0x02, func = "baddie"}; -- Lizard thing
tr3_entity_tbl[36] = {coll = 0x02, func = "baddie"}; -- Puna guy
tr3_entity_tbl[37] = {coll = 0x02, func = "baddie"}; -- Mercenary
tr3_entity_tbl[38] = {coll = 0x01, func = "baddie"}; -- Raptor hung by rope (fish bait)
tr3_entity_tbl[39] = {coll = 0x02, func = "baddie"}; -- RX-Tech guy in red jacket
tr3_entity_tbl[40] = {coll = 0x02, func = "baddie"}; -- RX-Tech guy with gun (dressed like flamethrower guy)
tr3_entity_tbl[41] = {coll = 0x02, func = "baddie"}; -- Dog (Antarctica)
tr3_entity_tbl[42] = {coll = 0x02, func = "baddie"}; -- Crawler mutant
tr3_entity_tbl[44] = {coll = 0x02, func = "baddie"}; -- Tinnos wasp
tr3_entity_tbl[45] = {coll = 0x02, func = "baddie"}; -- Tinnos monster
tr3_entity_tbl[46] = {coll = 0x02, func = "baddie"}; -- Brute mutant (with claw)
tr3_entity_tbl[47] = {coll = 0x02, func = "baddie"}; -- Tinnos wasp respawn point
tr3_entity_tbl[48] = {coll = 0x02, func = "baddie"}; -- Raptor respawn point
tr3_entity_tbl[49] = {coll = 0x02, func = "baddie"}; -- Willard spider
tr3_entity_tbl[50] = {coll = 0x02, func = "baddie"}; -- RX-Tech flamethrower guy
tr3_entity_tbl[51] = {coll = 0x02, func = "baddie"}; -- London goon
tr3_entity_tbl[53] = {coll = 0x02, func = "baddie"}; -- 'Damned' stick-wielding goon
tr3_entity_tbl[56] = {coll = 0x02, func = "baddie"}; -- London guard
tr3_entity_tbl[57] = {coll = 0x02, func = "baddie"}; -- Sophia Lee
tr3_entity_tbl[58] = {coll = 0x01, func = "baddie"}; -- Thames Wharf machine
tr3_entity_tbl[60] = {coll = 0x02, func = "baddie"}; -- MP with stick
tr3_entity_tbl[61] = {coll = 0x02, func = "baddie"}; -- MP with gun
tr3_entity_tbl[62] = {coll = 0x02, func = "baddie"}; -- Prisoner
tr3_entity_tbl[63] = {coll = 0x02, func = "baddie"}; -- MP with sighted gun and night sight
tr3_entity_tbl[64] = {coll = 0x02}; -- Gun turret
tr3_entity_tbl[65] = {coll = 0x02, func = "baddie"}; -- Dam guard
tr3_entity_tbl[66] = {coll = 0x00, hide = 0x01}; -- Kind of tripwire
tr3_entity_tbl[67] = {coll = 0x00, hide = 0x01}; -- Electrified wire
tr3_entity_tbl[68] = {coll = 0x00, hide = 0x01}; -- Killer tripwire
tr3_entity_tbl[69] = {coll = 0x02, func = "baddie"}; -- Cobra / Rattlesnake
tr3_entity_tbl[70] = {coll = 0x01}; -- Temple statue
tr3_entity_tbl[71] = {coll = 0x02, func = "baddie"}; -- Monkey
tr3_entity_tbl[73] = {coll = 0x02, func = "baddie"}; -- Tony Firehands
-- AI OBJECTS --
tr3_entity_tbl[74] = {coll = 0x00, hide = 0x01}; -- AI Guard
tr3_entity_tbl[75] = {coll = 0x00, hide = 0x01}; -- AI Ambush
tr3_entity_tbl[76] = {coll = 0x00, hide = 0x01}; -- AI Path
tr3_entity_tbl[77] = {coll = 0x00, hide = 0x01}; -- AI Unknown #77
tr3_entity_tbl[78] = {coll = 0x00, hide = 0x01}; -- AI Follow
tr3_entity_tbl[79] = {coll = 0x00, hide = 0x01}; -- AI Patrol
tr3_entity_tbl[80] = {coll = 0x00, hide = 0x01}; -- Unknown Id #80
tr3_entity_tbl[81] = {coll = 0x00, hide = 0x01}; -- Unknown Id #81
tr3_entity_tbl[82] = {coll = 0x00, hide = 0x01}; -- Unknown Id #82
-- TRAPS & DOORS --
tr3_entity_tbl[83] = {coll = 0x01, func = "fallblock"}; -- Collapsible floor
tr3_entity_tbl[86] = {coll = 0x01}; -- Swinging thing
tr3_entity_tbl[87] = {coll = 0x01, func = "oldspike"}; -- Spikes / Barbed wire
tr3_entity_tbl[88] = {coll = 0x01, func = "boulder"}; -- Boulder / Barrel
tr3_entity_tbl[89] = {coll = 0x01}; -- Giant boulder (Temple of Puna)
tr3_entity_tbl[90] = {coll = 0x01}; -- Disk (like dart)
tr3_entity_tbl[91] = {coll = 0x01, hide = 0x01}; -- Dart shooter
tr3_entity_tbl[94] = {coll = 0x01, func = "slamdoor"}; -- Spiked impaled skeleton / Slamming door
tr3_entity_tbl[97] = {coll = 0x01, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr3_entity_tbl[98] = {coll = 0x01, trav = 0x18, func = "pushable"}; -- Movable cubical block (pushable)
tr3_entity_tbl[101] = {coll = 0x01}; -- Destroyable boarded-up window
tr3_entity_tbl[102] = {coll = 0x01}; -- Destroyable boarded-up window / wall
tr3_entity_tbl[106] = {coll = 0x01}; -- Overhead pulley hook
tr3_entity_tbl[107] = {coll = 0x01, func = "fallceiling"}; -- Falling fragments
tr3_entity_tbl[108] = {coll = 0x01}; -- Rolling spindle
tr3_entity_tbl[110] = {coll = 0x01}; -- Subway train
tr3_entity_tbl[111] = {coll = 0x01, func = "wallblade"}; -- Wall-mounted knife blade / Knife disk
tr3_entity_tbl[113] = {coll = 0x01}; -- Detachable stalactites
tr3_entity_tbl[114] = {coll = 0x01}; -- Spiky movable wall
tr3_entity_tbl[116] = {coll = 0x01}; -- Spiky movable vertical wall / Tunnel borer
tr3_entity_tbl[117] = {coll = 0x01}; -- Valve wheel / Pulley
tr3_entity_tbl[118] = {coll = 0x01, func = "switch"}; -- Switch
tr3_entity_tbl[119] = {coll = 0x01}; -- Underwater propeller / Diver sitting on block / Underwater rotating knives / Meteorite
tr3_entity_tbl[120] = {coll = 0x01}; -- Fan
tr3_entity_tbl[121] = {coll = 0x01}; -- Heavy stamper / Grinding drum / Underwater rotating knives
tr3_entity_tbl[122] = {coll = 0x01}; -- Temple statue (original petrified state)
tr3_entity_tbl[123] = {coll = 0x02}; -- Monkey with medipack
tr3_entity_tbl[124] = {coll = 0x02}; -- Monkey with key
tr3_entity_tbl[127] = {coll = 0x02}; -- Zipline handle
tr3_entity_tbl[128] = {coll = 0x01, func = "switch"}; -- Switch
tr3_entity_tbl[129] = {coll = 0x01, func = "switch"}; -- Switch
tr3_entity_tbl[130] = {coll = 0x01, func = "switch"}; -- Underwater switch
tr3_entity_tbl[131] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[132] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[133] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[134] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[135] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[136] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[137] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[138] = {coll = 0x01, func = "door"}; -- Door
tr3_entity_tbl[139] = {coll = 0x01, func = "door"}; -- Trapdoor
tr3_entity_tbl[140] = {coll = 0x01, func = "door"}; -- Trapdoor
tr3_entity_tbl[141] = {coll = 0x01, func = "door"}; -- Trapdoor
tr3_entity_tbl[142] = {coll = 0x01}; -- Bridge (flat)
tr3_entity_tbl[143] = {coll = 0x01}; -- Bridge (slope = 1)
tr3_entity_tbl[144] = {coll = 0x01}; -- Bridge (slope = 2)
-- PICK-UPS --
tr3_entity_tbl[145] = {coll = 0x00}; -- Passport (opening up)
tr3_entity_tbl[146] = {coll = 0x00}; -- Stopwatch
tr3_entity_tbl[147] = {coll = 0x00}; -- Lara's Home photo
tr3_entity_tbl[158] = {coll = 0x00}; -- Passport (closed)
tr3_entity_tbl[159] = {coll = 0x00}; -- Natla logo
tr3_entity_tbl[160] = {coll = 0x00}; -- Pistols (pick-up)
tr3_entity_tbl[161] = {coll = 0x00}; -- Shotgun (pick-up)
tr3_entity_tbl[162] = {coll = 0x00}; -- Desert Eagle (pick-up)
tr3_entity_tbl[163] = {coll = 0x00}; -- Uzis (pick-up)
tr3_entity_tbl[164] = {coll = 0x00}; -- Harpoon gun (pick-up)
tr3_entity_tbl[165] = {coll = 0x00}; -- MP5 (pick-up)
tr3_entity_tbl[166] = {coll = 0x00}; -- Rocket launcher (pick-up)
tr3_entity_tbl[167] = {coll = 0x00}; -- Grenade launcher (pick-up)
tr3_entity_tbl[168] = {coll = 0x00}; -- Pistol ammo (pick-up)
tr3_entity_tbl[169] = {coll = 0x00}; -- Shotgun ammo (pick-up)
tr3_entity_tbl[170] = {coll = 0x00}; -- Desert Eagle ammo (pick-up)
tr3_entity_tbl[171] = {coll = 0x00}; -- Uzi ammo (pick-up)
tr3_entity_tbl[172] = {coll = 0x00}; -- Harpoons (pick-up)
tr3_entity_tbl[173] = {coll = 0x00}; -- MP5 ammo (pick-up)
tr3_entity_tbl[174] = {coll = 0x00}; -- Rockets (pick-up)
tr3_entity_tbl[175] = {coll = 0x00}; -- Grenades (pick-up)
tr3_entity_tbl[176] = {coll = 0x00}; -- Small medipack (pick-up)
tr3_entity_tbl[177] = {coll = 0x00}; -- Large medipack (pick-up)
tr3_entity_tbl[178] = {coll = 0x00}; -- Flares (pick-up)
tr3_entity_tbl[179] = {coll = 0x00}; -- Flare (pick-up)
tr3_entity_tbl[180] = {coll = 0x00, func = "crystal_TR3"}; -- Savegame crystal (pick-up)
-- MENU ITEMS --
tr3_entity_tbl[181] = {coll = 0x00}; -- Sunglasses
tr3_entity_tbl[182] = {coll = 0x00}; -- Portable CD Player
tr3_entity_tbl[183] = {coll = 0x00}; -- Direction keys
tr3_entity_tbl[184] = {coll = 0x00}; -- Globe (for indicating destinations)
tr3_entity_tbl[185] = {coll = 0x00}; -- Pistols
tr3_entity_tbl[186] = {coll = 0x00}; -- Shotgun
tr3_entity_tbl[187] = {coll = 0x00}; -- Desert Eagle
tr3_entity_tbl[188] = {coll = 0x00}; -- Uzis
tr3_entity_tbl[189] = {coll = 0x00}; -- Harpoon gun
tr3_entity_tbl[190] = {coll = 0x00}; -- MP5
tr3_entity_tbl[191] = {coll = 0x00}; -- Rocket launcher
tr3_entity_tbl[192] = {coll = 0x00}; -- Grenade launcher
tr3_entity_tbl[193] = {coll = 0x00}; -- Pistol ammo
tr3_entity_tbl[194] = {coll = 0x00}; -- Shotgun ammo
tr3_entity_tbl[195] = {coll = 0x00}; -- Desert Eagle ammo
tr3_entity_tbl[196] = {coll = 0x00}; -- Uzi ammo
tr3_entity_tbl[197] = {coll = 0x00}; -- Harpoons
tr3_entity_tbl[198] = {coll = 0x00}; -- MP5 ammo
tr3_entity_tbl[199] = {coll = 0x00}; -- Rockets
tr3_entity_tbl[200] = {coll = 0x00}; -- Grenades
tr3_entity_tbl[201] = {coll = 0x00}; -- Small medipack
tr3_entity_tbl[202] = {coll = 0x00}; -- Large medipack
tr3_entity_tbl[203] = {coll = 0x00}; -- Flares
tr3_entity_tbl[204] = {coll = 0x00}; -- Savegame crystal
-- PUZZLE ITEMS & KEYS --
tr3_entity_tbl[205] = {coll = 0x00}; -- Puzzle 1 (pick-up)
tr3_entity_tbl[206] = {coll = 0x00}; -- Puzzle 2 (pick-up)
tr3_entity_tbl[207] = {coll = 0x00}; -- Puzzle 3 (pick-up)
tr3_entity_tbl[208] = {coll = 0x00}; -- Puzzle 4 (pick-up)
tr3_entity_tbl[209] = {coll = 0x00}; -- Puzzle 1 (menu item)
tr3_entity_tbl[210] = {coll = 0x00}; -- Puzzle 2 (menu item)
tr3_entity_tbl[211] = {coll = 0x00}; -- Puzzle 3 (menu item)
tr3_entity_tbl[212] = {coll = 0x00}; -- Puzzle 4 (menu item)
tr3_entity_tbl[213] = {coll = 0x02, func = "keyhole"}; -- Slot 1 empty
tr3_entity_tbl[214] = {coll = 0x02, func = "keyhole"}; -- Slot 2 empty
tr3_entity_tbl[215] = {coll = 0x02, func = "keyhole"}; -- Slot 3 empty
tr3_entity_tbl[216] = {coll = 0x02, func = "keyhole"}; -- Slot 4 empty
tr3_entity_tbl[217] = {coll = 0x02}; -- Slot 1 full
tr3_entity_tbl[218] = {coll = 0x02}; -- Slot 2 full
tr3_entity_tbl[219] = {coll = 0x02}; -- Slot 3 full
tr3_entity_tbl[220] = {coll = 0x02}; -- Slot 4 full
tr3_entity_tbl[224] = {coll = 0x00}; -- Key 1 (pick-up)
tr3_entity_tbl[225] = {coll = 0x00}; -- Key 2 (pick-up)
tr3_entity_tbl[226] = {coll = 0x00}; -- Key 3 (pick-up)
tr3_entity_tbl[227] = {coll = 0x00}; -- Key 4 (pick-up)
tr3_entity_tbl[228] = {coll = 0x00}; -- Key 1 (menu item)
tr3_entity_tbl[229] = {coll = 0x00}; -- Key 2 (menu item)
tr3_entity_tbl[230] = {coll = 0x00}; -- Key 3 (menu item)
tr3_entity_tbl[231] = {coll = 0x00}; -- Key 4 (menu item)
tr3_entity_tbl[232] = {coll = 0x02, func = "keyhole"}; -- Lock 1
tr3_entity_tbl[233] = {coll = 0x02, func = "keyhole"}; -- Lock 2
tr3_entity_tbl[234] = {coll = 0x02, func = "keyhole"}; -- Lock 3
tr3_entity_tbl[235] = {coll = 0x02, func = "keyhole"}; -- Lock 4
tr3_entity_tbl[236] = {coll = 0x00}; -- Pickup 1 (pick-up)
tr3_entity_tbl[237] = {coll = 0x00}; -- Pickup 2 .unused] (pick-up)
tr3_entity_tbl[238] = {coll = 0x00}; -- Pickup 1 (menu item)
tr3_entity_tbl[239] = {coll = 0x00}; -- Pickup 2 .unused] (menu item)
tr3_entity_tbl[240] = {coll = 0x00}; -- Infada stone (pick-up)
tr3_entity_tbl[241] = {coll = 0x00}; -- Element 115 (pick-up)
tr3_entity_tbl[242] = {coll = 0x00}; -- Eye of Isis (pick-up)
tr3_entity_tbl[243] = {coll = 0x00}; -- Ora dagger (pick-up)
tr3_entity_tbl[244] = {coll = 0x00}; -- Infada stone (menu item)
tr3_entity_tbl[245] = {coll = 0x00}; -- Element 115 (menu item)
tr3_entity_tbl[246] = {coll = 0x00}; -- Eye of Isis (menu item)
tr3_entity_tbl[247] = {coll = 0x00}; -- Ora dagger (menu item)
tr3_entity_tbl[272] = {coll = 0x00}; -- Keys (sprite)
tr3_entity_tbl[273] = {coll = 0x00}; -- Keys (sprite)
tr3_entity_tbl[276] = {coll = 0x00}; -- Infada stone
tr3_entity_tbl[277] = {coll = 0x00}; -- Element 115
tr3_entity_tbl[278] = {coll = 0x00}; -- Eye of Isis
tr3_entity_tbl[279] = {coll = 0x00}; -- Ora dagger
tr3_entity_tbl[282] = {coll = 0x00}; -- Fire-breathing dragon statue
tr3_entity_tbl[285] = {coll = 0x00}; -- Unknown visible #285
-- ENEMIES, cont. --
tr3_entity_tbl[287] = {coll = 0x01}; -- Tyrannosaur
tr3_entity_tbl[288] = {coll = 0x02}; -- Raptor
-- TRAPS, cont. --
tr3_entity_tbl[291] = {coll = 0x01}; -- Laser sweeper
tr3_entity_tbl[292] = {coll = 0x00, hide = 0x01}; -- Electrified Field
tr3_entity_tbl[295] = {coll = 0x01}; -- Detonator switch box
-- SERVICE ITEMS --
tr3_entity_tbl[300] = {coll = 0x00}; -- Gunflare / Gunflare (spiky)
tr3_entity_tbl[301] = {coll = 0x00}; -- Spiky gunflare for MP5
tr3_entity_tbl[304] = {coll = 0x00, hide = 0x01}; -- Look At item
tr3_entity_tbl[305] = {coll = 0x00, hide = 0x01}; -- Smoke Edge
tr3_entity_tbl[306] = {coll = 0x01}; -- Harpoon (single)
tr3_entity_tbl[309] = {coll = 0x01}; -- Rocket (single)
tr3_entity_tbl[310] = {coll = 0x01}; -- Harpoon (single)
tr3_entity_tbl[311] = {coll = 0x01}; -- Grenade (single)
tr3_entity_tbl[312] = {coll = 0x01}; -- Big missile
tr3_entity_tbl[313] = {coll = 0x00, hide = 0x01}; -- Smoke
tr3_entity_tbl[314] = {coll = 0x00, hide = 0x01}; -- Movable Boom
tr3_entity_tbl[315] = {coll = 0x00, hide = 0x01}; -- Lara true appearance
tr3_entity_tbl[317] = {coll = 0x00}; -- Unknown visible #317
tr3_entity_tbl[318] = {coll = 0x00, hide = 0x01}; -- Red ceiling rotating(?) light
tr3_entity_tbl[319] = {coll = 0x00, hide = 0x01}; -- Light
tr3_entity_tbl[321] = {coll = 0x00, hide = 0x01}; -- Light #2
tr3_entity_tbl[322] = {coll = 0x00, hide = 0x01}; -- Pulsating Light
tr3_entity_tbl[324] = {coll = 0x00, hide = 0x01}; -- Red Light
tr3_entity_tbl[325] = {coll = 0x00, hide = 0x01}; -- Green Light
tr3_entity_tbl[326] = {coll = 0x00, hide = 0x01}; -- Blue Light
tr3_entity_tbl[327] = {coll = 0x00, hide = 0x01}; -- Light #3
tr3_entity_tbl[328] = {coll = 0x00, hide = 0x01}; -- Light #4
tr3_entity_tbl[330] = {coll = 0x00, hide = 0x01}; -- Fire
tr3_entity_tbl[331] = {coll = 0x00, hide = 0x01}; -- Alternate Fire
tr3_entity_tbl[332] = {coll = 0x00, hide = 0x01}; -- Alternate Fire #2
tr3_entity_tbl[333] = {coll = 0x00, hide = 0x01}; -- Fire #2
tr3_entity_tbl[334] = {coll = 0x00, hide = 0x01}; -- Smoke #2
tr3_entity_tbl[335] = {coll = 0x00, hide = 0x01}; -- Smoke #3
tr3_entity_tbl[336] = {coll = 0x00, hide = 0x01}; -- Smoke #4
tr3_entity_tbl[337] = {coll = 0x00, hide = 0x01}; -- Greenish Smoke
tr3_entity_tbl[338] = {coll = 0x00, hide = 0x01}; -- Pirahnas
tr3_entity_tbl[339] = {coll = 0x00, hide = 0x01}; -- Fish
tr3_entity_tbl[347] = {coll = 0x00, hide = 0x01}; -- Bat swarm
-- ANIMATINGS --
tr3_entity_tbl[349] = {coll = 0x01}; -- Misc item (Animating 1)
tr3_entity_tbl[350] = {coll = 0x01}; -- Misc item (Animating 2)
tr3_entity_tbl[351] = {coll = 0x01}; -- Misc item (Animating 3)
tr3_entity_tbl[352] = {coll = 0x01}; -- Misc item (Animating 4)
tr3_entity_tbl[353] = {coll = 0x01}; -- Footstool / Fish swimming in tank / Radar display
tr3_entity_tbl[354] = {coll = 0x01}; -- Dead raptor / Alarm box / Mason-lodge dagger / Small version of big antenna
tr3_entity_tbl[355] = {coll = 0x00}; -- Skybox
tr3_entity_tbl[357] = {coll = 0x00, hide = 0x01}; -- Unknown id #357
tr3_entity_tbl[358] = {coll = 0x00, hide = 0x01}; -- Unknown id #358
tr3_entity_tbl[360] = {coll = 0x01}; -- The butler
tr3_entity_tbl[361] = {coll = 0x01}; -- The butler in military outfit and target
tr3_entity_tbl[365] = {coll = 0x00}; -- Earthquake
tr3_entity_tbl[366] = {coll = 0x00}; -- Yellow shell casing
tr3_entity_tbl[367] = {coll = 0x00}; -- Red shell casing
tr3_entity_tbl[370] = {coll = 0x00}; -- Tinnos light shaft
tr3_entity_tbl[373] = {coll = 0x02}; -- Electrical switch box
--------------------------------------------------------------------------------
--------------------------------- TR_IV, TR_IV_DEMO ----------------------------
--------------------------------------------------------------------------------
tr4_entity_tbl = {};
-- Remark: object IDs 0-30 are used for Lara model and speechheads, and never
-- show in game independently.
-- VEHICLES
tr4_entity_tbl[031] = {coll = 0x01}; -- Bike
tr4_entity_tbl[032] = {coll = 0x01}; -- Jeep
tr4_entity_tbl[034] = {coll = 0x01}; -- Enemy jeep
-- ENEMIES
tr4_entity_tbl[035] = {coll = 0x02}; -- Skeleton
tr4_entity_tbl[036] = {coll = 0x02}; -- Skeleton MIP - UNUSED
tr4_entity_tbl[037] = {coll = 0x02}; -- Guide
tr4_entity_tbl[038] = {coll = 0x02}; -- Guide MIP - UNUSED
tr4_entity_tbl[039] = {coll = 0x02}; -- Von Croy
tr4_entity_tbl[040] = {coll = 0x02}; -- Guide MIP - UNUSED
tr4_entity_tbl[041] = {coll = 0x02}; -- Baddy 1
tr4_entity_tbl[042] = {coll = 0x02}; -- Baddy 1 MIP - UNUSED
tr4_entity_tbl[043] = {coll = 0x02}; -- Baddy 2
tr4_entity_tbl[044] = {coll = 0x02}; -- Baddy 2 MIP - UNUSED
tr4_entity_tbl[045] = {coll = 0x02}; -- Setha
tr4_entity_tbl[046] = {coll = 0x02}; -- Setha MIP - UNUSED
tr4_entity_tbl[047] = {coll = 0x02}; -- Mummy
tr4_entity_tbl[048] = {coll = 0x02}; -- Mummy MIP - UNUSED
tr4_entity_tbl[049] = {coll = 0x02}; -- Sphinx / Bull
tr4_entity_tbl[050] = {coll = 0x02}; -- Sphinx / Bull MIP - UNUSED
tr4_entity_tbl[051] = {coll = 0x02}; -- Crocodile
tr4_entity_tbl[052] = {coll = 0x02}; -- Crocodile MIP - UNUSED
tr4_entity_tbl[053] = {coll = 0x02}; -- Horseman
tr4_entity_tbl[054] = {coll = 0x02}; -- Horseman MIP - UNUSED
tr4_entity_tbl[055] = {coll = 0x02}; -- Scorpion
tr4_entity_tbl[056] = {coll = 0x02}; -- Scorpion MIP - UNUSED
tr4_entity_tbl[057] = {coll = 0x02}; -- Jean-Yves
tr4_entity_tbl[058] = {coll = 0x02}; -- Jean-Yves MIP - UNUSED
tr4_entity_tbl[059] = {coll = 0x02}; -- Troops
tr4_entity_tbl[060] = {coll = 0x02}; -- Troops MIP - UNUSED
tr4_entity_tbl[061] = {coll = 0x02}; -- Knights Templar
tr4_entity_tbl[062] = {coll = 0x02}; -- Knights Templar MIP - UNUSED
tr4_entity_tbl[063] = {coll = 0x02}; -- Mutant
tr4_entity_tbl[064] = {coll = 0x02}; -- Mutant MIP - UNUSED
tr4_entity_tbl[065] = {coll = 0x02}; -- Horse
tr4_entity_tbl[066] = {coll = 0x02}; -- Horse MIP - UNUSED
tr4_entity_tbl[067] = {coll = 0x02}; -- Baboon normal
tr4_entity_tbl[068] = {coll = 0x02}; -- Baboon normal MIP - UNUSED
tr4_entity_tbl[069] = {coll = 0x02}; -- Baboon invisible
tr4_entity_tbl[070] = {coll = 0x02}; -- Baboon invisible MIP - UNUSED
tr4_entity_tbl[071] = {coll = 0x02}; -- Baboon silent
tr4_entity_tbl[072] = {coll = 0x02}; -- Baboon silent MIP - UNUSED
tr4_entity_tbl[073] = {coll = 0x02}; -- Wild boar
tr4_entity_tbl[074] = {coll = 0x02}; -- Wild boar MIP - UNUSED
tr4_entity_tbl[075] = {coll = 0x02}; -- Harpy
tr4_entity_tbl[076] = {coll = 0x02}; -- Harpy MIP - UNUSED
tr4_entity_tbl[077] = {coll = 0x02}; -- Demigod 1
tr4_entity_tbl[078] = {coll = 0x02}; -- Demigod 1 MIP - UNUSED
tr4_entity_tbl[079] = {coll = 0x02}; -- Demigod 2
tr4_entity_tbl[080] = {coll = 0x02}; -- Demigod 2 MIP - UNUSED
tr4_entity_tbl[081] = {coll = 0x02}; -- Demigod 3
tr4_entity_tbl[082] = {coll = 0x02}; -- Demigod 3 MIP - UNUSED
tr4_entity_tbl[083] = {coll = 0x00}; -- Little beetle - NO COLLISION, SWARM
tr4_entity_tbl[084] = {coll = 0x02}; -- Big beetle
tr4_entity_tbl[085] = {coll = 0x02}; -- Big beetle MIP - UNUSED
tr4_entity_tbl[086] = {coll = 0x00}; -- Wraith 1 - SPIRIT, NO COLLISION
tr4_entity_tbl[087] = {coll = 0x00}; -- Wraith 2 - SPIRIT, NO COLLISION
tr4_entity_tbl[088] = {coll = 0x00}; -- Wraith 3 - SPIRIT, NO COLLISION
tr4_entity_tbl[089] = {coll = 0x00}; -- Wraith 4 - SPIRIT, NO COLLISION
tr4_entity_tbl[090] = {coll = 0x00}; -- Bat - TOO SMALL TO COLLIDE WITH
tr4_entity_tbl[091] = {coll = 0x02}; -- Dog
tr4_entity_tbl[092] = {coll = 0x02}; -- Dog MIP - UNUSED
tr4_entity_tbl[093] = {coll = 0x02}; -- Hammerhead
tr4_entity_tbl[094] = {coll = 0x02}; -- Hammerhead MIP - UNUSED
tr4_entity_tbl[095] = {coll = 0x02}; -- SAS
tr4_entity_tbl[096] = {coll = 0x02}; -- SAS MIP - UNUSED
tr4_entity_tbl[097] = {coll = 0x02}; -- SAS dying
tr4_entity_tbl[098] = {coll = 0x02}; -- SAS dying MIP - UNUSED
tr4_entity_tbl[099] = {coll = 0x02}; -- SAS Captain
tr4_entity_tbl[100] = {coll = 0x02}; -- SAS Captain MIP - UNUSED
tr4_entity_tbl[101] = {coll = 0x01}; -- SAS Drag bloke
tr4_entity_tbl[102] = {coll = 0x02}; -- Ahmet
tr4_entity_tbl[103] = {coll = 0x02}; -- Ahmet MIP - UNUSED
tr4_entity_tbl[104] = {coll = 0x01}; -- Lara double
tr4_entity_tbl[105] = {coll = 0x01}; -- Lara double MIP - UNUSED
tr4_entity_tbl[106] = {coll = 0x02}; -- Small scorpion
tr4_entity_tbl[107] = {coll = 0x00, hide = 0x01}; -- Locust (ex-Fish) - NO COLLISION, SWARM
-- PUZZLE ACTION ITEMS
tr4_entity_tbl[108] = {coll = 0x01}; -- Game piece 1
tr4_entity_tbl[109] = {coll = 0x01}; -- Game piece 2
tr4_entity_tbl[110] = {coll = 0x01}; -- Game piece 3
tr4_entity_tbl[111] = {coll = 0x01}; -- Enemy piece
tr4_entity_tbl[112] = {coll = 0x02}; -- Wheel of fortune
tr4_entity_tbl[113] = {coll = 0x02}; -- Scales
-- DART EMITTER
tr4_entity_tbl[114] = {coll = 0x00, hide = 0x01}; -- Darts - SPAWNED OBJECT
tr4_entity_tbl[115] = {coll = 0x00, hide = 0x01}; -- Dart emitter
tr4_entity_tbl[116] = {coll = 0x00, hide = 0x01}; -- Homing dart emitter - UNUSED
-- DESTROYABLE / MOVABLE TERRAIN
tr4_entity_tbl[117] = {coll = 0x01}; -- Falling ceiling
tr4_entity_tbl[118] = {coll = 0x01, func = "fallblock"}; -- Falling block
tr4_entity_tbl[119] = {coll = 0x01, func = "fallblock"}; -- Falling block2
tr4_entity_tbl[120] = {coll = 0x01}; -- Smashable bike wall
tr4_entity_tbl[121] = {coll = 0x01}; -- Smashable bike floor
tr4_entity_tbl[122] = {coll = 0x01, func = "door"}; -- Trapdoor 1
tr4_entity_tbl[123] = {coll = 0x01, func = "door"}; -- Trapdoor 2
tr4_entity_tbl[124] = {coll = 0x01, func = "door"}; -- Trapdoor 3
tr4_entity_tbl[125] = {coll = 0x01, func = "door"}; -- Floor trapdoor 1
tr4_entity_tbl[126] = {coll = 0x01, func = "door"}; -- Floor trapdoor 2
tr4_entity_tbl[127] = {coll = 0x01, func = "door"}; -- Ceiling trapdoor 1
tr4_entity_tbl[128] = {coll = 0x01, func = "door"}; -- Ceiling trapdoor 2
tr4_entity_tbl[129] = {coll = 0x01}; -- Scaling trapdoor
-- TRAPS & INTERACTION OBJECTS
tr4_entity_tbl[130] = {coll = 0x01, func = "boulder"}; -- Rolling ball
tr4_entity_tbl[131] = {coll = 0x00, func = "oldspike"}; -- Spikey floor - UNUSED?
tr4_entity_tbl[132] = {coll = 0x00, func = "oldspike"}; -- Teeth spikes
tr4_entity_tbl[133] = {coll = 0x00}; -- Joby spikes
tr4_entity_tbl[134] = {coll = 0x00}; -- Slicer dicer
tr4_entity_tbl[135] = {coll = 0x01}; -- Chain
tr4_entity_tbl[136] = {coll = 0x01}; -- Plough
tr4_entity_tbl[137] = {coll = 0x01}; -- Stargate
tr4_entity_tbl[138] = {coll = 0x00}; -- Hammer
tr4_entity_tbl[139] = {coll = 0x01}; -- Burning floor
tr4_entity_tbl[140] = {coll = 0x00}; -- Cog
tr4_entity_tbl[141] = {coll = 0x00}; -- Spike ball
tr4_entity_tbl[142] = {coll = 0x00, hide = 0x01}; -- Flame - SPAWNED OBJECT, NO DIRECT USE
tr4_entity_tbl[143] = {coll = 0x00, hide = 0x01}; -- Flame emitter
tr4_entity_tbl[144] = {coll = 0x00, hide = 0x01}; -- Flame emitter 2
tr4_entity_tbl[145] = {coll = 0x00, hide = 0x01}; -- Flame emitter 3
tr4_entity_tbl[146] = {coll = 0x00, hide = 0x01}; -- Rope
tr4_entity_tbl[147] = {coll = 0x00}; -- Fire rope
tr4_entity_tbl[148] = {coll = 0x00}; -- Pole rope
tr4_entity_tbl[149] = {coll = 0x01}; -- One block platform - UNUSED
tr4_entity_tbl[150] = {coll = 0x01}; -- Two block platform
tr4_entity_tbl[151] = {coll = 0x02}; -- Raising block 1 - RESIZABLE MESH!
tr4_entity_tbl[152] = {coll = 0x02}; -- Raising block 2 - RESIZABLE MESH!
tr4_entity_tbl[153] = {coll = 0x02}; -- Expanding platform - RESIZABLE MESH!
tr4_entity_tbl[154] = {coll = 0x02}; -- Squishy block 1
tr4_entity_tbl[155] = {coll = 0x02}; -- Squishy block 2
tr4_entity_tbl[156] = {coll = 0x02, trav = 0x10, func = "pushable"}; -- Pushable object 1
tr4_entity_tbl[157] = {coll = 0x02, trav = 0x10, func = "pushable"}; -- Pushable object 2
tr4_entity_tbl[158] = {coll = 0x02, trav = 0x10, func = "pushable"}; -- Pushable object 3
tr4_entity_tbl[159] = {coll = 0x02, trav = 0x10, func = "pushable"}; -- Pushable object 4
tr4_entity_tbl[160] = {coll = 0x02, trav = 0x10, func = "pushable"}; -- Pushable object 5
tr4_entity_tbl[161] = {coll = 0x00}; -- Tripwire - UNUSED
tr4_entity_tbl[162] = {coll = 0x02}; -- Sentry gun
tr4_entity_tbl[163] = {coll = 0x02}; -- Mine
tr4_entity_tbl[164] = {coll = 0x00}; -- Mapper
tr4_entity_tbl[165] = {coll = 0x02}; -- Obelisk
tr4_entity_tbl[166] = {coll = 0x01}; -- Floor 4 blade
tr4_entity_tbl[167] = {coll = 0x01}; -- Roof 4 blade
tr4_entity_tbl[168] = {coll = 0x01}; -- Bird blade
tr4_entity_tbl[169] = {coll = 0x01}; -- Catwalk blade
tr4_entity_tbl[170] = {coll = 0x01}; -- Moving blade
tr4_entity_tbl[171] = {coll = 0x01}; -- Plinth blade
tr4_entity_tbl[172] = {coll = 0x01}; -- Seth blade
tr4_entity_tbl[173] = {coll = 0x00, hide = 0x01}; -- Lightning conductor
-- PICK-UP WALKTHROUGH ITEMS
tr4_entity_tbl[174] = {coll = 0x00}; -- Element puzzle
tr4_entity_tbl[175] = {coll = 0x00}; -- Puzzle item 1
tr4_entity_tbl[176] = {coll = 0x00}; -- Puzzle item 2
tr4_entity_tbl[177] = {coll = 0x00}; -- Puzzle item 3
tr4_entity_tbl[178] = {coll = 0x00}; -- Puzzle item 4
tr4_entity_tbl[179] = {coll = 0x00}; -- Puzzle item 5
tr4_entity_tbl[180] = {coll = 0x00}; -- Puzzle item 6
tr4_entity_tbl[181] = {coll = 0x00}; -- Puzzle item 7
tr4_entity_tbl[182] = {coll = 0x00}; -- Puzzle item 8
tr4_entity_tbl[183] = {coll = 0x00}; -- Puzzle item 9
tr4_entity_tbl[184] = {coll = 0x00}; -- Puzzle item 10
tr4_entity_tbl[185] = {coll = 0x00}; -- Puzzle item 11
tr4_entity_tbl[186] = {coll = 0x00}; -- Puzzle item 12
tr4_entity_tbl[187] = {coll = 0x00}; -- Puzzle item 1 combo 1
tr4_entity_tbl[188] = {coll = 0x00}; -- Puzzle item 1 combo 2
tr4_entity_tbl[189] = {coll = 0x00}; -- Puzzle item 2 combo 1
tr4_entity_tbl[190] = {coll = 0x00}; -- Puzzle item 2 combo 2
tr4_entity_tbl[191] = {coll = 0x00}; -- Puzzle item 3 combo 1
tr4_entity_tbl[192] = {coll = 0x00}; -- Puzzle item 3 combo 2
tr4_entity_tbl[193] = {coll = 0x00}; -- Puzzle item 4 combo 1
tr4_entity_tbl[194] = {coll = 0x00}; -- Puzzle item 4 combo 2
tr4_entity_tbl[195] = {coll = 0x00}; -- Puzzle item 5 combo 1
tr4_entity_tbl[196] = {coll = 0x00}; -- Puzzle item 5 combo 2
tr4_entity_tbl[197] = {coll = 0x00}; -- Puzzle item 6 combo 1
tr4_entity_tbl[198] = {coll = 0x00}; -- Puzzle item 6 combo 2
tr4_entity_tbl[199] = {coll = 0x00}; -- Puzzle item 7 combo 1
tr4_entity_tbl[200] = {coll = 0x00}; -- Puzzle item 7 combo 2
tr4_entity_tbl[201] = {coll = 0x00}; -- Puzzle item 8 combo 1
tr4_entity_tbl[202] = {coll = 0x00}; -- Puzzle item 8 combo 2
tr4_entity_tbl[203] = {coll = 0x00}; -- Key item 1
tr4_entity_tbl[204] = {coll = 0x00}; -- Key item 2
tr4_entity_tbl[205] = {coll = 0x00}; -- Key item 3
tr4_entity_tbl[206] = {coll = 0x00}; -- Key item 4
tr4_entity_tbl[207] = {coll = 0x00}; -- Key item 5
tr4_entity_tbl[208] = {coll = 0x00}; -- Key item 6
tr4_entity_tbl[209] = {coll = 0x00}; -- Key item 7
tr4_entity_tbl[210] = {coll = 0x00}; -- Key item 8
tr4_entity_tbl[211] = {coll = 0x00}; -- Key item 9
tr4_entity_tbl[212] = {coll = 0x00}; -- Key item 10
tr4_entity_tbl[213] = {coll = 0x00}; -- Key item 11
tr4_entity_tbl[214] = {coll = 0x00}; -- Key item 12
tr4_entity_tbl[215] = {coll = 0x00}; -- Key item 1 combo 1
tr4_entity_tbl[216] = {coll = 0x00}; -- Key item 1 combo 2
tr4_entity_tbl[217] = {coll = 0x00}; -- Key item 2 combo 1
tr4_entity_tbl[218] = {coll = 0x00}; -- Key item 2 combo 2
tr4_entity_tbl[219] = {coll = 0x00}; -- Key item 3 combo 1
tr4_entity_tbl[220] = {coll = 0x00}; -- Key item 3 combo 2
tr4_entity_tbl[221] = {coll = 0x00}; -- Key item 4 combo 1
tr4_entity_tbl[222] = {coll = 0x00}; -- Key item 4 combo 2
tr4_entity_tbl[223] = {coll = 0x00}; -- Key item 5 combo 1
tr4_entity_tbl[224] = {coll = 0x00}; -- Key item 5 combo 2
tr4_entity_tbl[225] = {coll = 0x00}; -- Key item 6 combo 1
tr4_entity_tbl[226] = {coll = 0x00}; -- Key item 6 combo 2
tr4_entity_tbl[227] = {coll = 0x00}; -- Key item 7 combo 1
tr4_entity_tbl[228] = {coll = 0x00}; -- Key item 7 combo 2
tr4_entity_tbl[229] = {coll = 0x00}; -- Key item 8 combo 1
tr4_entity_tbl[230] = {coll = 0x00}; -- Key item 8 combo 2
tr4_entity_tbl[231] = {coll = 0x00}; -- Pickup item 1
tr4_entity_tbl[232] = {coll = 0x00}; -- Pickup item 2
tr4_entity_tbl[233] = {coll = 0x00}; -- Pickup item 3
tr4_entity_tbl[234] = {coll = 0x00}; -- Pickup item 4
tr4_entity_tbl[235] = {coll = 0x00}; -- Pickup item 1 combo 1
tr4_entity_tbl[236] = {coll = 0x00}; -- Pickup item 1 combo 2
tr4_entity_tbl[237] = {coll = 0x00}; -- Pickup item 2 combo 1
tr4_entity_tbl[238] = {coll = 0x00}; -- Pickup item 2 combo 2
tr4_entity_tbl[239] = {coll = 0x00}; -- Pickup item 3 combo 1
tr4_entity_tbl[240] = {coll = 0x00}; -- Pickup item 3 combo 2
tr4_entity_tbl[241] = {coll = 0x00}; -- Pickup item 4 combo 1
tr4_entity_tbl[242] = {coll = 0x00}; -- Pickup item 4 combo 2
tr4_entity_tbl[243] = {coll = 0x00}; -- Examine 1
tr4_entity_tbl[244] = {coll = 0x00}; -- Examine 2
tr4_entity_tbl[245] = {coll = 0x00}; -- Examine 3
tr4_entity_tbl[246] = {coll = 0x00}; -- Crowbar item
tr4_entity_tbl[247] = {coll = 0x00}; -- Burning torch item
tr4_entity_tbl[248] = {coll = 0x00}; -- Clock work beetle
tr4_entity_tbl[249] = {coll = 0x00}; -- Clock work beetle combo 1
tr4_entity_tbl[250] = {coll = 0x00}; -- Clock work beetle combo 2
tr4_entity_tbl[251] = {coll = 0x00}; -- Mine detector
tr4_entity_tbl[252] = {coll = 0x00}; -- Quest item 1
tr4_entity_tbl[253] = {coll = 0x00}; -- Quest item 2
tr4_entity_tbl[254] = {coll = 0x00}; -- Quest item 3
tr4_entity_tbl[255] = {coll = 0x00}; -- Quest item 4
tr4_entity_tbl[256] = {coll = 0x00}; -- Quest item 5
tr4_entity_tbl[257] = {coll = 0x00}; -- Quest item 6
tr4_entity_tbl[258] = {coll = 0x00}; -- Map - UNUSED
tr4_entity_tbl[259] = {coll = 0x00}; -- Secret map - UNUSED
-- PUZZLE HOLES AND KEYHOLES
tr4_entity_tbl[260] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 1
tr4_entity_tbl[261] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 2
tr4_entity_tbl[262] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 3
tr4_entity_tbl[263] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 4
tr4_entity_tbl[264] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 5
tr4_entity_tbl[265] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 6
tr4_entity_tbl[266] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 7
tr4_entity_tbl[267] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 8
tr4_entity_tbl[268] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 9
tr4_entity_tbl[269] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 10
tr4_entity_tbl[270] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 11
tr4_entity_tbl[271] = {coll = 0x00, func = "keyhole"}; -- Puzzle hole 12