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		<cooked_physics path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_matgrp_parking_manhole" unload="true"/>
		<unit path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_tcross_matgrp_manhole" unload="true"/>
		<object path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_tcross_matgrp_manhole" unload="true"/>
		<model path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_tcross_matgrp_manhole" unload="true"/>
		<cooked_physics path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_tcross_matgrp_manhole" unload="true"/>
		<unit path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_lbend_matgrp" unload="true"/>
		<object path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_lbend_matgrp" unload="true"/>
		<model path="units/pd2_mod_custom/cus_arch_str_road/str_ext_road_16x16m_lbend_matgrp" unload="true"/>
		<material_config path="units/pd2_mod_custom/cus_arch_str_road/material_1" unload="true"/>
		<material_config path="units/pd2_mod_custom/cus_arch_str_road/material_1_wet" unload="true"/>
		<material_config path="units/pd2_mod_custom/cus_arch_str_road/material_2" unload="true"/>
		<sequence_manager path="units/pd2_mod_custom/cus_arch_str_road/sequence_manager" unload="true"/>
	</add>
	   <add>
        <unit load="true" path="units/payday2/props/off_prop_lights/off_prop_light_spot_toggle" unload="true"/>
        <model force="false" path="units/payday2/props/off_prop_lights/off_prop_light_spot_toggle" unload="true"/>
        <object force="false" path="units/payday2/props/off_prop_lights/off_prop_light_spot_toggle" unload="true"/>
        <cooked_physics force="false" path="units/payday2/props/off_prop_lights/off_prop_light_spot_toggle" unload="true"/>
        
        <unit load="true" path="units/payday2/props/off_prop_lights/off_prop_light_fluorescent_toggle" unload="true"/>
        <model force="false" path="units/payday2/props/off_prop_lights/off_prop_light_fluorescent_toggle" unload="true"/>
        <object force="false" path="units/payday2/props/off_prop_lights/off_prop_light_fluorescent_toggle" unload="true"/>
        <cooked_physics force="false" path="units/payday2/props/off_prop_lights/off_prop_light_fluorescent_toggle" unload="true"/>
        
        <material_config force="false" path="units/payday2/props/off_prop_lights/off_prop_lights_off" unload="true"/>
        <sequence_manager force="false" path="units/payday2/props/off_prop_lights/off_prop_lights_toggle" unload="true"/>
		<material_config force="false" path="units/payday2/props/off_prop_lights/off_prop_lights_on" unload="true"/>
    </add>
	<add path="units/pd2_dlc_arena/architecture/are_supply_room_02/are_supply_room_02" type="unit">
		<material_config force="true" path="units/pd2_dlc_arena/architecture/are_supply_room_02/are_supply_room_02" unload="true"/>
		<object force="true" path="units/pd2_dlc_arena/architecture/are_supply_room_02/are_supply_room_02" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_arena/architecture/are_supply_room_02/are_supply_room" unload="true"/>
		<unit force="true" path="units/pd2_dlc_arena/architecture/are_supply_room_02/are_supply_room_02" unload="true"/>
	</add>
	<add path="units/pd2_dlc_arena/equipment/gen_interactable_door_keycard_v2/gen_interactable_door_keycard_v2" type="unit">
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<material_config force="true" path="units/pd2_dlc_arena/equipment/gen_interactable_door_keycard_v2/gen_interactable_door_keycard_v2" unload="true"/>
		<object force="true" path="units/pd2_dlc_arena/equipment/gen_interactable_door_keycard_v2/gen_interactable_door_keycard_v2" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_arena/equipment/gen_interactable_door_keycard_v2/gen_interactable_door_keycard_v2" unload="true"/>
		<unit force="true" path="units/pd2_dlc_arena/equipment/gen_interactable_door_keycard_v2/gen_interactable_door_keycard_v2" unload="true"/>
	</add>
	<add path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_3seater_red" type="unit">
		<material_config force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa" unload="true"/>
		<object force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_3seater_red" unload="true"/>
		<unit force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_3seater_red" unload="true"/>
	</add>
	<add path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_2seater_red" type="unit">
		<material_config force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa" unload="true"/>
		<object force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_2seater_red" unload="true"/>
		<unit force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa_2seater_red" unload="true"/>
	</add>
	<add path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_couch_red" type="unit">
		<material_config force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_sofa" unload="true"/>
		<object force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_couch_red" unload="true"/>
		<unit force="true" path="units/payday2/props/off_prop_officehigh_sofa/off_prop_officehigh_couch_red" unload="true"/>
	</add>
	<add path="units/world/architecture/hospital/props/rooftop/light_red/light_red2" type="unit">
		<material_config force="true" path="units/world/architecture/hospital/props/rooftop/light_red2" unload="true"/>
		<object force="true" path="units/world/architecture/hospital/props/rooftop/light_red/light_red2" unload="true"/>
		<unit force="true" path="units/world/architecture/hospital/props/rooftop/light_red/light_red2" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/props/run_prop_cover_shipping_crate/run_prop_cover_shipping_crate_wide_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/props/run_prop_cover_shipping_crate/run_prop_cover_shipping_crate_wide_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/props/run_prop_cover_shipping_crate/run_prop_cover_shipping_crate_wide_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/props/run_prop_cover_shipping_crate/run_prop_cover_shipping_crate_wide_01" unload="true"/>
	</add>
	<add path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" type="unit">
		<effect force="true" load="true" path="effects/payday2/particles/water/water_bubbles" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/water/water_bubbles_jet" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/water/water_tank" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/water/water_tank3" unload="true"/>
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<material_config force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" unload="true"/>
		<object force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" unload="true"/>
		<unit force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" unload="true"/>
	</add>
	<add path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium_base" type="unit">
		<material_config force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium" unload="true"/>
		<object force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium_base" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium_base" unload="true"/>
		<unit force="true" path="units/pd2_dlc_fish/lxy_prop_aquarium/lxy_prop_aquarium_base" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_floor_4x4m_a" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_floor_4x4m_a" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_floor_4x4m_a" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_floor_2x2m_a" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_floor_2x2m_a" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_floor_2x2m_a" unload="true"/>
	</add>
	<add path="units/pd2_dlc_sah/props/sah_prop_branch_security_shutter/sah_prop_branch_security_shutter" type="unit">
		<material_config force="true" path="units/pd2_dlc_sah/props/sah_prop_branch_security_shutter/sah_prop_branch_security_shutter" unload="true"/>
		<object force="true" path="units/pd2_dlc_sah/props/sah_prop_branch_security_shutter/sah_prop_branch_security_shutter" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_sah/props/sah_prop_branch_security_shutter/sah_prop_branch_security_shutter" unload="true"/>
		<unit force="true" path="units/pd2_dlc_sah/props/sah_prop_branch_security_shutter/sah_prop_branch_security_shutter" unload="true"/>
	</add>
	<add path="units/payday2/vehicles/anim_vehicle_van_player/anim_vehicle_van_player" type="unit">
		<material_config force="true" path="units/payday2/vehicles/anim_vehicle_van_player/anim_vehicle_van_player" unload="true"/>
		<animation force="true" path="anims/car/van_bigbank_leave" unload="true"/>
		<animation force="true" path="anims/car/van_straight_100m_puncture" unload="true"/>
		<animation force="true" path="anims/car/van_mus_leave" unload="true"/>
		<animation force="true" path="anims/car/van_rat_arrive_1" unload="true"/>
		<animation force="true" path="anims/car/van_rat_arrive_2" unload="true"/>
		<animation force="true" path="anims/car/van_rat_leave_1" unload="true"/>
		<animation force="true" path="anims/car/van_rat_leave_2" unload="true"/>
		<animation force="true" path="anims/car/van_hox_leave_1" unload="true"/>
		<animation force="true" path="anims/car/van_arrive_hot_100m_1" unload="true"/>
		<animation force="true" path="anims/car/van_red_arrive_1" unload="true"/>
		<animation force="true" path="anims/car/van_drk_arrive_1" unload="true"/>
		<animation force="true" path="anims/car/van_shouse_arrive_01" unload="true"/>
		<animation force="true" path="anims/car/van_shouse_arrive_02" unload="true"/>
		<animation force="true" path="anims/car/van_sfm_arrive_01" unload="true"/>
		<animation force="true" path="anims/car/van_sfm_arrive_02" unload="true"/>
		<animation force="true" path="anims/car/van_spa_arrive_01" unload="true"/>
		<animation force="true" path="anims/car/van_player_spa_crash_01" unload="true"/>
		<animation force="true" path="anims/car/van_player_rvd_arrive_1" unload="true"/>
		<animation force="true" path="anims/car/van_player_rvd_arrive_2" unload="true"/>
		<animation force="true" path="anims/car/van_player_rvd_arrive_3" unload="true"/>
		<animation force="true" path="anims/car/van_player_brb_intro_1" unload="true"/>
		<animation force="true" path="anims/car/van_player_brb_intro_2" unload="true"/>
		<animation force="true" path="anims/car/van_player_brb_intro_3" unload="true"/>
		<animation force="true" path="anims/car/van_player_brb_intro_4" unload="true"/>
		<material_config force="true" path="units/payday2/props/dest_glass/glass_shatter" unload="true"/>
		<animation_def force="true" path="anims/units/van/van" unload="true"/>
		<animation_state_machine force="true" path="anims/units/van/van" unload="true"/>
		<animation_states force="true" path="anims/units/van/std" unload="true"/>
		<animation_subset force="true" path="anims/units/van/std" unload="true"/>
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/window/storefront_window_small" unload="true"/>
		<object force="true" path="units/payday2/vehicles/anim_vehicle_van_player/anim_vehicle_van_player" unload="true"/>
		<sequence_manager force="true" path="units/payday2/vehicles/anim_vehicle_van_player/anim_vehicle_van_player" unload="true"/>
		<unit force="true" path="units/payday2/vehicles/anim_vehicle_van_player/anim_vehicle_van_player" unload="true"/>
	</add>
	<add path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_8x8m" type="unit">
		<material_config force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floors" unload="true"/>
		<object force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_8x8m" unload="true"/>
		<unit force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_8x8m" unload="true"/>
	</add>
	<add path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_2x2m" type="unit">
		<material_config force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floors" unload="true"/>
		<object force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_2x2m" unload="true"/>
		<unit force="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_2x2m" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_4m_a_brown" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_4m_a_brown" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_4m_a_brown" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_brown" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_brown" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_brown" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_brown" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_brown" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_brown" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_1m_a_brown" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_1m_a_brown" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_1m_a_brown" unload="true"/>
	</add>
	<add path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double" type="unit">
		<material_config force="true" path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/wood/wood_door_shotgun_dmg_in" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/wood/wood_door_shotgun_dmg_out" unload="true"/>
		<material_config force="true" path="units/payday2/props/dest_glass/glass_shatter" unload="true"/>
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<object force="true" path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double" unload="true"/>
		<sequence_manager force="true" path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double" unload="true"/>
		<unit force="true" path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_glass_cell_b" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_glass_cell_b" unload="true"/>
		<sequence_manager force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_glass_cell_b" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_a_glass_cell_b" unload="true"/>
	</add>
	<add path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_glass_cell" type="unit">
		<material_config force="true" path="units/payday2/architecture/hcm/hcm_int" unload="true"/>
		<object force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_glass_cell" unload="true"/>
		<unit force="true" path="units/payday2/architecture/hcm/hcm_int_wall_2m_b_glass_cell" unload="true"/>
	</add>
	<add path="units/pd2_dlc1/vegetation/str_veg_park_tree_ulmus/str_veg_park_tree_ulmus" type="unit">
		<material_config force="true" path="units/pd2_dlc1/vegetation/str_veg_park_tree_ulmus/str_veg_park_tree_ulmus" unload="true"/>
		<object force="true" path="units/pd2_dlc1/vegetation/str_veg_park_tree_ulmus/str_veg_park_tree_ulmus" unload="true"/>
		<unit force="true" path="units/pd2_dlc1/vegetation/str_veg_park_tree_ulmus/str_veg_park_tree_ulmus" unload="true"/>
	</add>
	<add path="units/world/vegetation/forest/zones/forest/zone_forrest_tree_oak_big/zone_forrest_tree_oak_big" type="unit">
		<material_config force="true" path="units/world/vegetation/forest/zones/forest/zone_forrest_tree_oak_big/zone_forrest_tree_oak_big" unload="true"/>
		<object force="true" path="units/world/vegetation/forest/zones/forest/zone_forrest_tree_oak_big/zone_forrest_tree_oak_big" unload="true"/>
		<unit force="true" path="units/world/vegetation/forest/zones/forest/zone_forrest_tree_oak_big/zone_forrest_tree_oak_big" unload="true"/>
	</add>
	<add path="units/pd2_dlc_casino/environment/cas_int/cas_security_window_8m/cas_security_window_8m" type="unit">
		<material_config force="true" path="units/pd2_dlc_casino/environment/cas_int/cas_security_window_8m/cas_security_window_8m" unload="true"/>
		<object force="true" path="units/pd2_dlc_casino/environment/cas_int/cas_security_window_8m/cas_security_window_8m" unload="true"/>
		<unit force="true" path="units/pd2_dlc_casino/environment/cas_int/cas_security_window_8m/cas_security_window_8m" unload="true"/>
	</add>
	<add path="units/pd2_dlc_glace/pickups/glc_pku_handcuffs/glc_pku_handcuffs" type="unit">
		<material_config force="true" path="units/pd2_dlc_glace/pickups/glc_pku_handcuffs/glc_pku_handcuffs" unload="true"/>
		<object force="true" path="units/pd2_dlc_glace/pickups/glc_pku_handcuffs/glc_pku_handcuffs" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_glace/pickups/glc_pku_handcuffs/glc_pku_handcuffs" unload="true"/>
		<unit force="true" path="units/pd2_dlc_glace/pickups/glc_pku_handcuffs/glc_pku_handcuffs" unload="true"/>
	</add>
	<add path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent" type="unit">
		<material_config force="true" path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop" unload="true"/>
		<object force="true" path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent" unload="true"/>
		<unit force="true" path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent" unload="true"/>
	</add>
	<add path="units/pd2_dlc_fish/lxy_prop_camera_bag/lxy_prop_camera_bag" type="unit">
		<material_config force="true" path="units/pd2_dlc_fish/lxy_prop_camera_bag/lxy_prop_camera_bag" unload="true"/>
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		<material_config path="units/pd2_dlc_cage/props/are_prop_office_lamp_desk/are_prop_office_lamp_desk_on" unload="true"/>
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		<unit path="units/pd2_dlc_cage/props/are_prop_office_lamp_desk/are_prop_office_lamp_desk" unload="true"/>
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		<object path="units/payday2/props/com_prop_barista_cup/com_prop_barista_cup_tall" unload="true"/>
		<unit path="units/payday2/props/com_prop_barista_cup/com_prop_barista_cup_tall" unload="true"/>
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		<scene path="core/environments/skies/sky_0200_night_moon_stars/sky_0200_night_moon_stars"/>
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		<object path="units/world/props/oil_stains_decal/oil_stains_decal_03"/>
		<unit path="units/world/props/oil_stains_decal/oil_stains_decal_03"/>
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		<material_config path="core/material_configs/hub_elements"/>
		<object path="core/units/light_omni_seq/light_omni_seq"/>
		<sequence_manager path="core/units/light_omni_seq/light_omni_seq"/>
		<unit path="core/units/light_omni_seq/light_omni_seq"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_ext_rollupgaragedoor_clean_a" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_ext_garagedoor01_clean"/>
		<object path="units/payday2/architecture/ind/ind_ext_rollupgaragedoor_clean_a"/>
		<unit path="units/payday2/architecture/ind/ind_ext_rollupgaragedoor_clean_a"/>
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		<object path="units/payday2/architecture/mkp/mkp_light_cone"/>
		<unit path="units/payday2/architecture/mkp/mkp_light_cone"/>
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		<object path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks"/>
		<unit path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks"/>
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		<object path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_blue_small"/>
		<unit path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_blue_small"/>
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		<object path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_orange"/>
		<unit path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_orange"/>
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		<object path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_orange_v2"/>
		<unit path="units/payday2/props/ind_prop_light_cones/ind_prop_light_cones_docks_orange_v2"/>
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		<font path="fonts/font_caslon"/>
		<material_config path="units/pd2_dlc_arena/props/editable_text_caslon/editable_text_caslon"/>
		<object path="units/pd2_dlc_arena/props/editable_text_caslon/editable_text_caslon"/>
		<unit path="units/pd2_dlc_arena/props/editable_text_caslon/editable_text_caslon"/>
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		<model path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
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		<unit path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
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		<unit path="units/pd2_mcmansion/props/mcm_prop_evidence_board/mcm_prop_evidence_board"/>
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		<material_config path="units/payday2/props/gen_prop_private_sign/gen_prop_private_sign"/>
		<object path="units/payday2/props/gen_prop_private_sign/gen_prop_private_sign"/>
		<unit path="units/payday2/props/gen_prop_private_sign/gen_prop_private_sign"/>
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		<object path="units/payday2/props/com_prop_club_signs/com_prop_club_sign_private"/>
		<unit path="units/payday2/props/com_prop_club_signs/com_prop_club_sign_private"/>
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		<object path="units/payday2/architecture/hcm/hcm_int_wall_025m_cap_a_metal"/>
		<unit path="units/payday2/architecture/hcm/hcm_int_wall_025m_cap_a_metal"/>
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		<object path="units/payday2/architecture/hcm/hcm_int_pillar_05m_a_wood2"/>
		<unit path="units/payday2/architecture/hcm/hcm_int_pillar_05m_a_wood2"/>
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	<add from_db="true" path="units/payday2/architecture/mkp/mkp_int_pillar_05m_a" type="unit">
		<material_config path="units/payday2/architecture/mkp/mkp"/>
		<object path="units/payday2/architecture/mkp/mkp_int_pillar_05m_a"/>
		<unit path="units/payday2/architecture/mkp/mkp_int_pillar_05m_a"/>
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		<material_config path="units/payday2/architecture/com_int_nightclub/com_int_nightclub"/>
		<object path="units/payday2/architecture/com_int_nightclub/com_int_nightclub_pillar_05m_wood"/>
		<unit path="units/payday2/architecture/com_int_nightclub/com_int_nightclub_pillar_05m_wood"/>
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		<object path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_01"/>
		<sequence_manager path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<unit path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_01"/>
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		<object path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_02"/>
		<sequence_manager path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<unit path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_02"/>
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		<material_config path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<object path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_03"/>
		<sequence_manager path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<unit path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_03"/>
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		<material_config path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<object path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_04"/>
		<sequence_manager path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box"/>
		<unit path="units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_04"/>
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		<material_config path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_01/rvd_prop_jewelry_box_01"/>
		<object path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_04/rvd_prop_jewelry_box_04"/>
		<sequence_manager path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_04/rvd_prop_jewelry_box_04"/>
		<unit path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_04/rvd_prop_jewelry_box_04"/>
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		<object path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_02/rvd_prop_jewelry_box_02"/>
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		<unit path="units/pd2_dlc_rvd/props/rvd_prop_jewelry_box_02/rvd_prop_jewelry_box_02"/>
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		<material_config path="units/pd2_dlc_dah/props/dah_prop_painting/dah_prop_painting_a"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/pd2_dlc_dah/props/dah_prop_painting/dah_prop_painting_j"/>
		<sequence_manager path="units/pd2_dlc_dah/props/dah_prop_painting/dah_prop_painting_j"/>
		<unit path="units/pd2_dlc_dah/props/dah_prop_painting/dah_prop_painting_j"/>
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		<material_config path="units/payday2/architecture/com_int_gallery/com_int_gallery"/>
		<object path="units/payday2/architecture/com_int_gallery/com_int_gallery_wall_painting_4m"/>
		<unit path="units/payday2/architecture/com_int_gallery/com_int_gallery_wall_painting_4m"/>
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		<material_config path="units/payday2/props/com_prop_gallery_paintings/com_prop_gallery_paintingabstract"/>
		<object path="units/payday2/props/com_prop_gallery_paintings/com_prop_gallery_paintingabstract_small_2"/>
		<unit path="units/payday2/props/com_prop_gallery_paintings/com_prop_gallery_paintingabstract_small_2"/>
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		<object path="units/payday2/props/com_prop_int_paintings/com_prop_int_large_painting_ray_10"/>
		<unit path="units/payday2/props/com_prop_int_paintings/com_prop_int_large_painting_ray_10"/>
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		<object path="units/payday2/architecture/com_int_gallery/com_int_gallery_wall_painting_bars"/>
		<physic_effect path="physic_effects/push_sphere"/>
		<sequence_manager path="units/payday2/architecture/com_int_gallery/com_int_gallery_wall_painting_bars"/>
		<unit path="units/payday2/architecture/com_int_gallery/com_int_gallery_wall_painting_bars"/>
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	<add from_db="true" path="units/pd2_dlc_casino/props/cas_prop_painting/cas_prop_painting" type="unit">
		<material_config path="units/pd2_dlc_casino/props/cas_prop_painting/cas_prop_painting"/>
		<object path="units/pd2_dlc_casino/props/cas_prop_painting/cas_prop_painting"/>
		<sequence_manager path="units/pd2_dlc_casino/props/cas_prop_painting/cas_prop_painting"/>
		<unit path="units/pd2_dlc_casino/props/cas_prop_painting/cas_prop_painting"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_chas/props/chas_prop_chinese_painting/chas_prop_chinese_painting_a" type="unit">
		<material_config path="units/pd2_dlc_chas/props/chas_prop_chinese_painting/chas_prop_chinese_painting_a"/>
		<object path="units/pd2_dlc_chas/props/chas_prop_chinese_painting/chas_prop_chinese_painting_a"/>
		<unit path="units/pd2_dlc_chas/props/chas_prop_chinese_painting/chas_prop_chinese_painting_a"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_corp/pickups/corp_pku_loot_paintings/corp_pku_modern_painting_02" type="unit">
		<material_config path="units/pd2_dlc_corp/pickups/corp_pku_loot_paintings/corp_pku_paintings"/>
		<object path="units/pd2_dlc_corp/pickups/corp_pku_loot_paintings/corp_pku_modern_painting_02"/>
		<sequence_manager path="units/pd2_dlc_corp/pickups/corp_pku_loot_paintings/corp_pku_modern_painting_02"/>
		<unit path="units/pd2_dlc_corp/pickups/corp_pku_loot_paintings/corp_pku_modern_painting_02"/>
	</add>
	<add from_db="true" path="units/payday2/equipment/gen_interactable_art_loot/gen_interactable_art_loot" type="unit">
		<material_config path="units/payday2/equipment/gen_interactable_art_loot/gen_interactable_art_loot"/>
		<object path="units/payday2/equipment/gen_interactable_art_loot/gen_interactable_art_loot"/>
		<sequence_manager path="units/payday2/equipment/gen_interactable_art_loot/gen_interactable_art_loot"/>
		<unit path="units/payday2/equipment/gen_interactable_art_loot/gen_interactable_art_loot"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_jewelry_bag/jewelry_bracelet_box" type="unit">
		<material_config path="units/payday2/props/com_prop_jewelry_bag/jewelry_bag"/>
		<object path="units/payday2/props/com_prop_jewelry_bag/jewelry_bracelet_box"/>
		<sequence_manager path="units/payday2/props/com_prop_jewelry_bag/jewelry_bracelet_box"/>
		<unit path="units/payday2/props/com_prop_jewelry_bag/jewelry_bracelet_box"/>
	</add>
	<add from_db="true" path="units/equipment/money_bag/money_bag_small" type="unit">
		<material_config path="units/equipment/money_bag/equipment_bags"/>
		<object path="units/equipment/money_bag/money_bag_small"/>
		<sequence_manager path="units/equipment/money_bag/money_bag_small"/>
		<unit path="units/equipment/money_bag/money_bag_small"/>
	</add>
	<add from_db="true" path="units/equipment/money_bag/money_bag_medium" type="unit">
		<material_config path="units/equipment/money_bag/equipment_bags"/>
		<object path="units/equipment/money_bag/money_bag_medium"/>
		<sequence_manager path="units/equipment/money_bag/money_bag_medium"/>
		<unit path="units/equipment/money_bag/money_bag_medium"/>
	</add>
	<add from_db="true" path="units/payday2/props/bnk_prop_security_moneycounter/spawn_bucket_of_money" type="unit">
		<effect load="true" path="effects/payday2/particles/grab/grab_money"/>
		<material_config path="units/payday2/props/bnk_prop_security_moneycounter/bnk_prop_security_moneycounter"/>
		<object path="units/payday2/props/bnk_prop_security_moneycounter/spawn_bucket_of_money"/>
		<sequence_manager path="units/payday2/props/bnk_prop_security_moneycounter/spawn_bucket_of_money"/>
		<unit path="units/payday2/props/bnk_prop_security_moneycounter/spawn_bucket_of_money"/>
	</add>
	<add from_db="true" path="units/payday2/props/bnk_prop_security_moneyscanner/spawn_moneyscanner_cassete" type="unit">
		<material_config path="units/payday2/props/bnk_prop_security_moneyscanner/bnk_prop_security_moneyscanner"/>
		<object path="units/payday2/props/bnk_prop_security_moneyscanner/spawn_moneyscanner_cassete"/>
		<sequence_manager path="units/payday2/props/bnk_prop_security_moneyscanner/spawn_moneyscanner_cassete"/>
		<unit path="units/payday2/props/bnk_prop_security_moneyscanner/spawn_moneyscanner_cassete"/>
	</add>
	<add from_db="true" path="units/payday2/props/str_prop_street_planter_c/str_prop_street_planter_c_1x1m_a" type="unit">
		<material_config path="units/payday2/props/str_prop_street_planter_c/str_prop_street_planter_c"/>
		<object path="units/payday2/props/str_prop_street_planter_c/str_prop_street_planter_c_1x1m_a"/>
		<unit path="units/payday2/props/str_prop_street_planter_c/str_prop_street_planter_c_1x1m_a"/>
	</add>
	<add from_db="true" path="units/payday2/props/str_prop_street_planter_cypress/str_prop_street_planter_cypress" type="unit">
		<material_config path="units/payday2/props/str_prop_street_planter_cypress/str_prop_street_planter_cypress"/>
		<object path="units/payday2/props/str_prop_street_planter_cypress/str_prop_street_planter_cypress"/>
		<unit path="units/payday2/props/str_prop_street_planter_cypress/str_prop_street_planter_cypress"/>
	</add>
	<add from_db="true" path="units/payday2/props/str_prop_street_planter_flower/str_prop_street_planter_flower_a" type="unit">
		<material_config path="units/payday2/props/str_prop_street_planter_flower/str_prop_street_planter_flower_a"/>
		<object path="units/payday2/props/str_prop_street_planter_flower/str_prop_street_planter_flower_a"/>
		<sequence_manager path="units/payday2/props/str_prop_street_planter_flower/str_prop_street_planter_flower_a"/>
		<unit path="units/payday2/props/str_prop_street_planter_flower/str_prop_street_planter_flower_a"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter" type="unit">
		<material_config path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter"/>
		<object path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter"/>
		<unit path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter_a_1m" type="unit">
		<material_config path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter_a_1m"/>
		<object path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter_a_1m"/>
		<unit path="units/pd2_dlc_xmn/props/xmn_prop_street_planter/xmn_prop_street_planter_a_1m"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_xmn/vegetation/xmn_veg_street_planter_cypress/xmn_veg_street_planter_cypress" type="unit">
		<material_config path="units/pd2_dlc_xmn/vegetation/xmn_veg_street_planter_cypress/xmn_veg_street_planter_cypress"/>
		<object path="units/pd2_dlc_xmn/vegetation/xmn_veg_street_planter_cypress/xmn_veg_street_planter_cypress"/>
		<unit path="units/pd2_dlc_xmn/vegetation/xmn_veg_street_planter_cypress/xmn_veg_street_planter_cypress"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_mall_planter_modular/com_prop_mall_planter_modular_50x100cm" type="unit">
		<material_config path="units/payday2/props/com_prop_mall_planter_modular/com_prop_mall_planter_modular"/>
		<object path="units/payday2/props/com_prop_mall_planter_modular/com_prop_mall_planter_modular_50x100cm"/>
		<unit path="units/payday2/props/com_prop_mall_planter_modular/com_prop_mall_planter_modular_50x100cm"/>
	</add>
	<add from_db="true" path="units/payday2/props/bnk_prop_lobby_planter_a/bnk_prop_lobby_planter_a" type="unit">
		<material_config path="units/payday2/props/bnk_prop_lobby_planter_a/bnk_prop_lobby_planter_a"/>
		<object path="units/payday2/props/bnk_prop_lobby_planter_a/bnk_prop_lobby_planter_a"/>
		<unit path="units/payday2/props/bnk_prop_lobby_planter_a/bnk_prop_lobby_planter_a"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props_foliage/urban_balcony_planter01" type="unit">
		<effect load="true" path="effects/payday2/particles/destruction/dest_plant_matter"/>
		<material_config path="units/pd2_dlc2/csgo_models/props_foliage/urban_balcony_planter01"/>
		<object path="units/pd2_dlc2/csgo_models/props_foliage/urban_balcony_planter01"/>
		<sequence_manager path="units/pd2_dlc2/csgo_models/props_foliage/urban_balcony_planter01"/>
		<unit path="units/pd2_dlc2/csgo_models/props_foliage/urban_balcony_planter01"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_moon/props/moo_prop_mall_planter_1x1/moo_prop_mall_planter_1x1" type="unit">
		<material_config path="units/pd2_dlc_moon/architecture/moo_int_mall/moo_int_mall"/>
		<object path="units/pd2_dlc_moon/props/moo_prop_mall_planter_1x1/moo_prop_mall_planter_1x1"/>
		<unit path="units/pd2_dlc_moon/props/moo_prop_mall_planter_1x1/moo_prop_mall_planter_1x1"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_sand/props/sand_prop_concrete_planter/sand_prop_concrete_planter_01" type="unit">
		<material_config path="units/pd2_dlc_sand/props/sand_prop_concrete_planter/sand_prop_concrete_planter_01"/>
		<object path="units/pd2_dlc_sand/props/sand_prop_concrete_planter/sand_prop_concrete_planter_01"/>
		<unit path="units/pd2_dlc_sand/props/sand_prop_concrete_planter/sand_prop_concrete_planter_01"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_flat/props/flt_prop_streetplanters_ground/flt_prop_streetplanters_ground_small" type="unit">
		<material_config path="units/pd2_dlc_flat/props/flt_prop_streetplanters_ground/flt_prop_streetplanters_ground_small"/>
		<object path="units/pd2_dlc_flat/props/flt_prop_streetplanters_ground/flt_prop_streetplanters_ground_small"/>
		<unit path="units/pd2_dlc_flat/props/flt_prop_streetplanters_ground/flt_prop_streetplanters_ground_small"/>
	</add>
	<add from_db="true" path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_bottom_a_8x12m" type="unit">
		<material_config path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_bottom"/>
		<object path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_bottom_a_8x12m"/>
		<unit path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_bottom_a_8x12m"/>
	</add>
	<add from_db="true" path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_mid_c_bus_hole_8x8m" type="unit">
		<material_config path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_mid"/>
		<object path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_mid_c_bus_hole_8x8m"/>
		<unit path="units/pd2_dlc1/architecture/hcm_f_ext/hcm_f_ext_mid_c_bus_hole_8x8m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/hcm_b/hcm_b_ext_4x4m_a_overpass_end_a_interact" type="unit">
		<material_config path="units/payday2/architecture/hcm_b/hcm_b"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<effect load="true" path="effects/payday2/particles/window/storefront_window_large"/>
		<object path="units/payday2/architecture/hcm_b/hcm_b_ext_4x4m_a_overpass_end_a_interact"/>
		<sequence_manager path="units/payday2/architecture/hcm_b/hcm_b_ext_4x4m_a_overpass_end_a_interact"/>
		<unit path="units/payday2/architecture/hcm_b/hcm_b_ext_4x4m_a_overpass_end_a_interact"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/hcm_b/hcm_b_ext_4x8m_a_overpass_tile_a_interact" type="unit">
		<material_config path="units/payday2/architecture/hcm_b/hcm_b"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/payday2/architecture/hcm_b/hcm_b_ext_4x8m_a_overpass_tile_a_interact"/>
		<sequence_manager path="units/payday2/architecture/hcm_b/hcm_b_ext_4x8m_a_overpass_tile_a_interact"/>
		<unit path="units/payday2/architecture/hcm_b/hcm_b_ext_4x8m_a_overpass_tile_a_interact"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_a_overpasshole" type="unit">
		<material_config path="units/payday2/architecture/hcm_b/hcm_b"/>
		<object path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_a_overpasshole"/>
		<unit path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_a_overpasshole"/>
	</add>
	<add from_db="true" path="units/payday2/equipment/corp_interactable_double_doors_reinforced/corp_interactable_double_doors_reinforced" type="unit">
		<unit path="units/payday2/equipment/corp_interactable_double_doors_reinforced/corp_interactable_double_doors_reinforced"/>
		<object path="units/payday2/equipment/corp_interactable_double_doors_reinforced/corp_interactable_double_doors_reinforced"/>
		<material_config path="units/payday2/equipment/corp_interactable_double_doors_reinforced/corp_interactable_double_doors_reinforced"/>
		<unit path="units/payday2/equipment/gen_interactable_door_wooden_a/spawn_debris_door_wooden_a"/>
		<object path="units/payday2/equipment/gen_interactable_door_wooden_a/spawn_debris_door_wooden_a"/>
		<material_config path="units/payday2/equipment/gen_interactable_door_wooden_a/spawn_debris_door_wooden_a"/>
		<physic_effect path="physic_effects/push_sphere"/>
		<sequence_manager path="units/payday2/equipment/corp_interactable_double_doors_reinforced/corp_interactable_double_doors_reinforced"/>
	</add>
	<add from_db="true" path="units/payday2/props/stn_prop_lobby_fbicrest/stn_prop_lobby_fbicrest" type="unit">
		<material_config path="units/payday2/props/stn_prop_lobby_fbicrest/stn_prop_lobby_fbicrest"/>
		<object path="units/payday2/props/stn_prop_lobby_fbicrest/stn_prop_lobby_fbicrest"/>
		<unit path="units/payday2/props/stn_prop_lobby_fbicrest/stn_prop_lobby_fbicrest"/>
	</add>
	<add from_db="true" path="units/payday2/props/stn_prop_lobby_fbicrest_small/stn_prop_lobby_fbicrest_small" type="unit">
		<material_config path="units/payday2/props/stn_prop_lobby_fbicrest_small/stn_prop_lobby_fbicrest_small"/>
		<object path="units/payday2/props/stn_prop_lobby_fbicrest_small/stn_prop_lobby_fbicrest_small"/>
		<unit path="units/payday2/props/stn_prop_lobby_fbicrest_small/stn_prop_lobby_fbicrest_small"/>
	</add>
	<add from_db="true" path="units/payday2/props/stn_prop_lobby_flag_fbi/stn_prop_lobby_flag_fbi" type="unit">
		<material_config path="units/payday2/props/stn_prop_lobby_flag_fbi/stn_prop_lobby_flag_fbi"/>
		<object path="units/payday2/props/stn_prop_lobby_flag_fbi/stn_prop_lobby_flag_fbi"/>
		<unit path="units/payday2/props/stn_prop_lobby_flag_fbi/stn_prop_lobby_flag_fbi"/>
	</add>
	<add from_db="true" path="units/payday2/vehicles/anim_vehicle_suv_fbi/anim_vehicle_suv_fbi" type="unit">
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/payday2/vehicles/anim_vehicle_suv_fbi/anim_vehicle_suv_fbi"/>
		<sequence_manager path="units/payday2/vehicles/anim_vehicle_suv_fbi/anim_vehicle_suv_fbi"/>
		<unit path="units/payday2/vehicles/anim_vehicle_suv_fbi/anim_vehicle_suv_fbi"/>
	</add>
	<add from_db="true" path="units/pd2_dlc1/vehicles/gen_vehicle_truck_fbi_backdrop/gen_vehicle_truck_fbi_backdrop" type="unit">
		<effect load="true" path="effects/payday2/particles/spotlight/scene_spotlight_01"/>
		<material_config path="units/pd2_dlc1/vehicles/gen_vehicle_truck_fbi_backdrop/gen_vehicle_truck_fbi_backdrop"/>
		<object path="units/pd2_dlc1/vehicles/gen_vehicle_truck_fbi_backdrop/gen_vehicle_truck_fbi_backdrop"/>
		<sequence_manager path="units/pd2_dlc1/vehicles/gen_vehicle_truck_fbi_backdrop/gen_vehicle_truck_fbi_backdrop"/>
		<unit path="units/pd2_dlc1/vehicles/gen_vehicle_truck_fbi_backdrop/gen_vehicle_truck_fbi_backdrop"/>
	</add>
	<add from_db="true" path="units/pd2_indiana/architecture/mus_bdrop_fbi_01/mus_bdrop_fbi_01" type="unit">
		<material_config path="units/pd2_indiana/architecture/mus_bdrop_fbi_01/mus_bdrop_fbi_01"/>
		<object path="units/pd2_indiana/architecture/mus_bdrop_fbi_01/mus_bdrop_fbi_01"/>
		<unit path="units/pd2_indiana/architecture/mus_bdrop_fbi_01/mus_bdrop_fbi_01"/>
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	<add from_db="true" path="units/pd2_indiana/architecture/mus_bdrop_fbi_02/mus_bdrop_fbi_02" type="unit">
		<material_config path="units/pd2_indiana/architecture/mus_bdrop_fbi_02/mus_bdrop_fbi_02"/>
		<object path="units/pd2_indiana/architecture/mus_bdrop_fbi_02/mus_bdrop_fbi_02"/>
		<unit path="units/pd2_indiana/architecture/mus_bdrop_fbi_02/mus_bdrop_fbi_02"/>
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	<add from_db="true" path="units/pd2_indiana/architecture/mus_bdrop_fbi_03/mus_bdrop_fbi_03" type="unit">
		<material_config path="units/pd2_indiana/architecture/mus_bdrop_fbi_03/mus_bdrop_fbi_03"/>
		<object path="units/pd2_indiana/architecture/mus_bdrop_fbi_03/mus_bdrop_fbi_03"/>
		<unit path="units/pd2_indiana/architecture/mus_bdrop_fbi_03/mus_bdrop_fbi_03"/>
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	<add from_db="true" path="units/pd2_indiana/architecture/mus_bdrop_fbi_04/mus_bdrop_fbi_04" type="unit">
		<material_config path="units/pd2_indiana/architecture/mus_bdrop_fbi_04/mus_bdrop_fbi_04"/>
		<object path="units/pd2_indiana/architecture/mus_bdrop_fbi_04/mus_bdrop_fbi_04"/>
		<unit path="units/pd2_indiana/architecture/mus_bdrop_fbi_04/mus_bdrop_fbi_04"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_road_16x16m_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_road_16x16m_b"/>
		<unit path="units/payday2/architecture/str/str_ext_road_16x16m_b"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_road_16x16m_cross_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_road_16x16m_cross_b"/>
		<unit path="units/payday2/architecture/str/str_ext_road_16x16m_cross_b"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_road_8x16m_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_road_8x16m_b"/>
		<unit path="units/payday2/architecture/str/str_ext_road_8x16m_b"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_sidewalk_4x4m_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_sidewalk_4x4m_b"/>
		<unit path="units/payday2/architecture/str/str_ext_sidewalk_4x4m_b"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_sidewalk_16x16m_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_sidewalk_16x16m_b"/>
		<unit path="units/payday2/architecture/str/str_ext_sidewalk_16x16m_b"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_sidewalk_8x8m_b" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_sidewalk_8x8m_b"/>
		<unit path="units/payday2/architecture/str/str_ext_sidewalk_8x8m_b"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props/de_train/ladderaluminium" type="unit">
		<material_config path="units/pd2_dlc2/csgo_models/props/de_train/ladderaluminium"/>
		<object path="units/pd2_dlc2/csgo_models/props/de_train/ladderaluminium"/>
		<unit path="units/pd2_dlc2/csgo_models/props/de_train/ladderaluminium"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props_bank/roof_ladder" type="unit">
		<material_config path="units/pd2_dlc2/csgo_models/props_bank/roof_ladder"/>
		<object path="units/pd2_dlc2/csgo_models/props_bank/roof_ladder"/>
		<unit path="units/pd2_dlc2/csgo_models/props_bank/roof_ladder"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props_equipment/metalladder002" type="unit">
		<material_config path="units/pd2_dlc2/csgo_models/props_equipment/metalladder002"/>
		<object path="units/pd2_dlc2/csgo_models/props_equipment/metalladder002"/>
		<sequence_manager path="units/pd2_dlc2/csgo_models/props_equipment/metalladder002"/>
		<unit path="units/pd2_dlc2/csgo_models/props_equipment/metalladder002"/>
	</add>
	<add from_db="true" path="units/dev_tools/dev_ladder/dev_ladder" type="unit">
		<unit path="units/dev_tools/dev_ladder/dev_ladder"/>
		<object path="units/dev_tools/dev_ladder/dev_ladder"/>
		<material_config path="units/dev_tools/dev_ladder/dev_ladder"/>
		<sequence_manager path="units/dev_tools/dev_ladder/dev_ladder"/>
	</add>
</table>
