<table directory="assets">
	<add path="units/world/props/flickering_light/flickering_light" type="unit">
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<material_config force="true" path="units/world/props/flickering_light/flickering_light" unload="true"/>
		<object force="true" path="units/world/props/flickering_light/flickering_light" unload="true"/>
		<sequence_manager force="true" path="units/world/props/flickering_light/flickering_light" unload="true"/>
		<unit force="true" path="units/world/props/flickering_light/flickering_light" unload="true"/>
	</add>
	<add>
		<cooked_physics path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
		<material_config path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
		<model path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
		<object path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
		<texture path="units/pd2_mod_e3/props/e3_calendar/e3_calendar_df" unload="true"/>
		<unit path="units/pd2_mod_e3/props/e3_calendar/e3_calendar" unload="true"/>
	</add>
	<add path="core/units/light_omni_seq/light_omni_seq" type="unit">
		<material_config force="true" path="core/material_configs/hub_elements" unload="true"/>
		<object force="true" path="core/units/light_omni_seq/light_omni_seq" unload="true"/>
		<sequence_manager force="true" path="core/units/light_omni_seq/light_omni_seq" unload="true"/>
		<unit force="true" path="core/units/light_omni_seq/light_omni_seq" unload="true"/>
	</add>
	<add path="units/vehicles/animated_cars/police_ny_bank_anim" type="unit">
		<effect force="true" load="true" path="effects/particles/environment/cop_car_lights" unload="true"/>
		<effect force="true" load="true" path="effects/particles/bullet_hit/misc/misc_tire" unload="true"/>
		<effect force="true" load="true" path="effects/particles/window/vehicle_window" unload="true"/>
		<material_config force="true" path="units/vehicles/animated_cars/police_ny_suburbia" unload="true"/>
		<object force="true" path="units/vehicles/animated_cars/police_ny_bank_anim" unload="true"/>
		<sequence_manager force="true" path="units/vehicles/animated_cars/police_ny_bank_anim" unload="true"/>
		<unit force="true" path="units/vehicles/animated_cars/police_ny_bank_anim" unload="true"/>
	</add>
	<add path="units/payday2/architecture/air_hangar_segment/air_shed_welcometothejungle_a" type="unit">
		<material_config force="true" path="units/payday2/architecture/air_hangar_segment/air_hangar_segment01" unload="true"/>
		<object force="true" path="units/payday2/architecture/air_hangar_segment/air_shed_welcometothejungle_a" unload="true"/>
		<unit force="true" path="units/payday2/architecture/air_hangar_segment/air_shed_welcometothejungle_a" unload="true"/>
	</add>
	<add path="units/world/architecture/desert/des_vil_house_rooftop/des_vil_house_rooftop_02" type="unit">
		<material_config force="true" path="units/world/architecture/desert/des_vil_house_rooftop/des_vil_house_rooftop" unload="true"/>
		<object force="true" path="units/world/architecture/desert/des_vil_house_rooftop/des_vil_house_rooftop_02" unload="true"/>
		<unit force="true" path="units/world/architecture/desert/des_vil_house_rooftop/des_vil_house_rooftop_02" unload="true"/>
	</add>
	<add path="units/payday2/architecture/air_backdrop/air_backdrop_v2" type="unit">
		<material_config force="true" path="units/payday2/architecture/air_backdrop/air_backdrop" unload="true"/>
		<object force="true" path="units/payday2/architecture/air_backdrop/air_backdrop_v2" unload="true"/>
		<unit force="true" path="units/payday2/architecture/air_backdrop/air_backdrop_v2" unload="true"/>
	</add>
	<add path="units/payday2/props/str_prop_street_scaffolding/str_prop_street_scaffolding" type="unit">
		<material_config force="true" path="units/payday2/props/str_prop_street_scaffolding/str_prop_street_scaffolding" unload="true"/>
		<object force="true" path="units/payday2/props/str_prop_street_scaffolding/str_prop_street_scaffolding" unload="true"/>
		<unit force="true" path="units/payday2/props/str_prop_street_scaffolding/str_prop_street_scaffolding" unload="true"/>
	</add>
	<add path="units/pd2_dlc_born/props/bor_prop_scaffold_01/bor_prop_scaffold_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_born/props/bor_prop_scaffold_01/bor_prop_scaffold_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_born/props/bor_prop_scaffold_01/bor_prop_scaffold_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_born/props/bor_prop_scaffold_01/bor_prop_scaffold_01" unload="true"/>
	</add>
	<add path="units/pd2_dlc_glace/props/glc_prop_contruction_scaffold/glc_prop_contruction_scaffold_bottom_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_glace/props/glc_prop_contruction_scaffold/glc_prop_contruction_scaffold" unload="true"/>
		<object force="true" path="units/pd2_dlc_glace/props/glc_prop_contruction_scaffold/glc_prop_contruction_scaffold_bottom_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_glace/props/glc_prop_contruction_scaffold/glc_prop_contruction_scaffold_bottom_01" unload="true"/>
	</add>
	<add path="units/pd2_dlc1/vehicles/str_vehicle_car_ford_open/str_vehicle_car_ford_open" type="unit">
		<material_config force="true" path="units/pd2_dlc1/vehicles/str_vehicle_car_ford_open/str_vehicle_car_ford_open" unload="true"/>
		<material_config force="true" path="units/payday2/props/dest_glass/glass_shatter" unload="true"/>
		<effect force="true" load="true" path="effects/payday2/particles/window/storefront_window_small" unload="true"/>
		<object force="true" path="units/pd2_dlc1/vehicles/str_vehicle_car_ford_open/str_vehicle_car_ford_open" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc1/vehicles/str_vehicle_car_ford_open/str_vehicle_car_ford_open" unload="true"/>
		<unit force="true" path="units/pd2_dlc1/vehicles/str_vehicle_car_ford_open/str_vehicle_car_ford_open" unload="true"/>
	</add>
	<add path="units/payday2/props/air_prop_runway_fence/air_prop_runway_fence_cloth_v2" type="unit">
		<material_config force="true" path="units/payday2/props/air_prop_runway_fence/air_prop_runway_fence_cloth" unload="true"/>
		<object force="true" path="units/payday2/props/air_prop_runway_fence/air_prop_runway_fence_cloth_v2" unload="true"/>
		<unit force="true" path="units/payday2/props/air_prop_runway_fence/air_prop_runway_fence_cloth_v2" unload="true"/>
	</add>
	<add path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" type="unit">
		<bnk force="true" path="soundbanks/regular_sfx" unload="true"/>
		<material_config force="true" path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" unload="true"/>
		<object force="true" path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" unload="true"/>
		<sequence_manager force="true" path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" unload="true"/>
		<unit force="true" path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_player" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_player" unload="true"/>
		<material_config force="true" path="units/payday2/props/dest_glass/glass_shatter" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_player" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_player" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_player" unload="true"/>
	</add>
	<add path="units/payday2/props/shadow_mullplan/mullplan_vehicle" type="unit">
		<material_config force="true" path="units/payday2/props/shadow_mullplan/mullplan_vehicle" unload="true"/>
		<object force="true" path="units/payday2/props/shadow_mullplan/mullplan_vehicle" unload="true"/>
		<unit force="true" path="units/payday2/props/shadow_mullplan/mullplan_vehicle" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01" unload="true"/>
	</add>
	<add path="units/payday2/props/ind_prop_warehouse_set/ind_prop_warehouse_box_c" type="unit">
		<material_config force="true" path="units/payday2/props/ind_prop_warehouse_set/ind_prop_warehouse_box_c" unload="true"/>
		<object force="true" path="units/payday2/props/ind_prop_warehouse_set/ind_prop_warehouse_box_c" unload="true"/>
		<unit force="true" path="units/payday2/props/ind_prop_warehouse_set/ind_prop_warehouse_box_c" unload="true"/>
	</add>
	<add path="units/world/props/mansion/man_cover_int_shipping_box_pallet/man_cover_int_shipping_box_pallet" type="unit">
		<material_config force="true" path="units/world/props/mansion/man_cover_int_shipping_box_pallet/man_cover_int_shipping_box_pallet" unload="true"/>
		<object force="true" path="units/world/props/mansion/man_cover_int_shipping_box_pallet/man_cover_int_shipping_box_pallet" unload="true"/>
		<unit force="true" path="units/world/props/mansion/man_cover_int_shipping_box_pallet/man_cover_int_shipping_box_pallet" unload="true"/>
	</add>
	<add path="units/payday2/props/hwy_prop_sign_construction_mobile/hwy_prop_sign_construction_mobile" type="unit">
		<material_config force="true" path="units/payday2/props/hwy_prop_sign_construction_mobile/hwy_prop_sign_construction_mobile" unload="true"/>
		<object force="true" path="units/payday2/props/hwy_prop_sign_construction_mobile/hwy_prop_sign_construction_mobile" unload="true"/>
		<sequence_manager force="true" path="units/payday2/props/hwy_prop_sign_construction_mobile/hwy_prop_sign_construction_mobile" unload="true"/>
		<unit force="true" path="units/payday2/props/hwy_prop_sign_construction_mobile/hwy_prop_sign_construction_mobile" unload="true"/>
	</add>
	<add path="units/payday2/props/str_prop_construction_container/str_prop_construction_container" type="unit">
		<material_config force="true" path="units/payday2/props/str_prop_construction_container/str_prop_construction_container" unload="true"/>
		<object force="true" path="units/payday2/props/str_prop_construction_container/str_prop_construction_container" unload="true"/>
		<unit force="true" path="units/payday2/props/str_prop_construction_container/str_prop_construction_container" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/architecture/run_ext_skyscraper_construction_01/run_ext_skyscraper_construction_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/architecture/run_ext_skyscraper_construction_01/run_ext_skyscraper_construction_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/architecture/run_ext_skyscraper_construction_01/run_ext_skyscraper_construction_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/architecture/run_ext_skyscraper_construction_01/run_ext_skyscraper_construction_01" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" unload="true"/>
		<sequence_manager force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" unload="true"/>
	</add>
	<add path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_foundation_01" type="unit">
		<material_config force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_top_01" unload="true"/>
		<object force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_foundation_01" unload="true"/>
		<unit force="true" path="units/pd2_dlc_run/props/run_prop_construction_crane_01/run_prop_construction_crane_foundation_01" unload="true"/>
	</add>
	<add path="units/payday2/props/str_prop_construction_plywood_stack_a/str_prop_construction_plywood_stack_a" type="unit">
		<material_config force="true" path="units/payday2/props/str_prop_construction_plywood_stack_a/str_prop_construction_plywood_stack_a" unload="true"/>
		<object force="true" path="units/payday2/props/str_prop_construction_plywood_stack_a/str_prop_construction_plywood_stack_a" unload="true"/>
		<unit force="true" path="units/payday2/props/str_prop_construction_plywood_stack_a/str_prop_construction_plywood_stack_a" unload="true"/>
	</add>
	<add path="units/payday2/props/str_prop_construction_plywood_stack_b/str_prop_construction_plywood_stack_b" type="unit">
		<material_config force="true" path="units/payday2/props/str_prop_construction_plywood_stack_b/str_prop_construction_plywood_stack_b" unload="true"/>
		<object force="true" path="units/payday2/props/str_prop_construction_plywood_stack_b/str_prop_construction_plywood_stack_b" unload="true"/>
		<unit force="true" path="units/payday2/props/str_prop_construction_plywood_stack_b/str_prop_construction_plywood_stack_b" unload="true"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wood_pile" type="unit">
		<material_config path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wood_pile"/>
		<object path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wood_pile"/>
		<unit path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wood_pile"/>
	</add>
	<add from_db="true" path="units/payday2/props/ind_prop_construction_hardhat/ind_prop_construction_hardhat" type="unit">
		<material_config path="units/payday2/props/ind_prop_construction_hardhat/ind_prop_construction_hardhat"/>
		<object path="units/payday2/props/ind_prop_construction_hardhat/ind_prop_construction_hardhat"/>
		<physic_effect path="physic_effects/push_sphere_unit"/>
		<sequence_manager path="units/payday2/props/ind_prop_construction_hardhat/ind_prop_construction_hardhat"/>
		<unit path="units/payday2/props/ind_prop_construction_hardhat/ind_prop_construction_hardhat"/>
	</add>
	<add from_db="true" path="units/payday2/props/str_prop_construction_debris_a/str_prop_construction_debris_a" type="unit">
		<material_config path="units/payday2/props/str_prop_construction_debris_a/str_prop_construction_debris_a"/>
		<object path="units/payday2/props/str_prop_construction_debris_a/str_prop_construction_debris_a"/>
		<unit path="units/payday2/props/str_prop_construction_debris_a/str_prop_construction_debris_a"/>
	</add>
	<add from_db="true" path="units/payday2/props/str_prop_construction_debris_b/str_prop_construction_debris_b" type="unit">
		<material_config path="units/payday2/props/str_prop_construction_debris_b/str_prop_construction_debris_b"/>
		<object path="units/payday2/props/str_prop_construction_debris_b/str_prop_construction_debris_b"/>
		<unit path="units/payday2/props/str_prop_construction_debris_b/str_prop_construction_debris_b"/>
	</add>
	<add from_db="true" path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_2" type="unit">
		<material_config path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_big_1"/>
		<object path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_2"/>
		<unit path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_2"/>
	</add>
	<add from_db="true" path="units/world/vegetation/mansion/man_bush/man_bush_01" type="unit">
		<material_config path="units/world/vegetation/mansion/man_bush/man_bush_01"/>
		<object path="units/world/vegetation/mansion/man_bush/man_bush_01"/>
		<unit path="units/world/vegetation/mansion/man_bush/man_bush_01"/>
	</add>
	<add from_db="true" path="units/world/props/mansion/man_cover_int_barrel/man_cover_int_barrel" type="unit">
		<material_config path="units/world/props/mansion/man_cover_int_barrel/man_cover_int_barrel"/>
		<object path="units/world/props/mansion/man_cover_int_barrel/man_cover_int_barrel"/>
		<unit path="units/world/props/mansion/man_cover_int_barrel/man_cover_int_barrel"/>
	</add>
	<add from_db="true" path="units/world/architecture/western/wst_barn/wst_barn" type="unit">
		<material_config path="units/world/architecture/western/wst_barn/wst_barn_mtr"/>
		<object path="units/world/architecture/western/wst_barn/wst_barn"/>
		<unit path="units/world/architecture/western/wst_barn/wst_barn"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_berry/props/bry_prop_moutain_powertower/bry_prop_mountain_powertower" type="unit">
		<material_config path="units/pd2_dlc_berry/props/bry_prop_moutain_powertower/bry_prop_mountain_powertower"/>
		<object path="units/pd2_dlc_berry/props/bry_prop_moutain_powertower/bry_prop_mountain_powertower"/>
		<unit path="units/pd2_dlc_berry/props/bry_prop_moutain_powertower/bry_prop_mountain_powertower"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_dah/props/dah_prop_bkdrp_light_decals/dah_prop_bkdrp_light_decal_v3_red" type="unit">
		<material_config path="units/pd2_dlc_dah/props/dah_prop_bkdrp_light_decals/dah_prop_bkdrp_light_decal_v1"/>
		<object path="units/pd2_dlc_dah/props/dah_prop_bkdrp_light_decals/dah_prop_bkdrp_light_decal_v3_red"/>
		<unit path="units/pd2_dlc_dah/props/dah_prop_bkdrp_light_decals/dah_prop_bkdrp_light_decal_v3_red"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_dah/props/dah_prop_glow/dah_prop_glow_big_red_blinking" type="unit">
		<effect load="true" path="effects/payday2/particles/flares/street_light_flare_big_round"/>
		<material_config path="units/pd2_dlc_dah/props/dah_prop_glow/dah_prop_glow_big_orange"/>
		<object path="units/pd2_dlc_dah/props/dah_prop_glow/dah_prop_glow_big_red_blinking"/>
		<sequence_manager path="units/pd2_dlc_dah/props/dah_prop_glow/dah_prop_glow_big_red_blinking"/>
		<unit path="units/pd2_dlc_dah/props/dah_prop_glow/dah_prop_glow_big_red_blinking"/>
	</add>
	<add from_db="true" path="units/world/props/construction_crane/construction_crane_01" type="unit">
		<object path="units/world/props/construction_crane/construction_crane_01"/>
		<sequence_manager path="units/world/props/construction_crane/construction_crane_01"/>
		<unit path="units/world/props/construction_crane/construction_crane_01"/>
	</add>
	<add from_db="true" path="units/world/environment/mansion/man_ground_ext/man_ground_ext_grass_16m" type="unit">
		<material_config path="units/world/environment/mansion/man_ground_ext/grasss"/>
		<object path="units/world/environment/mansion/man_ground_ext/man_ground_ext_grass_16m"/>
		<unit path="units/world/environment/mansion/man_ground_ext/man_ground_ext_grass_16m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/str_ext_park_ground/str_ext_park_ground_grass_32m" type="unit">
		<material_config path="units/payday2/architecture/str_ext_park_ground/str_ext_park_ground"/>
		<object path="units/payday2/architecture/str_ext_park_ground/str_ext_park_ground_grass_32m"/>
		<unit path="units/payday2/architecture/str_ext_park_ground/str_ext_park_ground_grass_32m"/>
	</add>
	<add from_db="true" path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange" type="unit">
		<effect load="true" path="effects/payday2/particles/flares/small_lamp_flare"/>
		<material_config path="units/payday2/props/gen_prop_glow/gen_prop_glow"/>
		<object path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange"/>
		<unit path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange"/>
	</add>
	<add from_db="true" path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange_v2" type="unit">
		<effect load="true" path="effects/payday2/particles/flares/small_lamp_orange_v2"/>
		<material_config path="units/payday2/props/gen_prop_glow/gen_prop_glow"/>
		<object path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange_v2"/>
		<unit path="units/payday2/props/gen_prop_glow/gen_prop_glow_01_orange_v2"/>
	</add>
	<add from_db="true" path="units/world/props/street/concrete_barrier/concrete_barrier_stripes" type="unit">
		<material_config path="units/world/props/street/concrete_barrier/concrete_barrier_stripes"/>
		<object path="units/world/props/street/concrete_barrier/concrete_barrier_stripes"/>
		<unit path="units/world/props/street/concrete_barrier/concrete_barrier_stripes"/>
	</add>
	<add from_db="true" path="units/world/street/concrete_barrier/concrete_barrier_01" type="unit">
		<material_config path="units/world/street/concrete_barrier/concrete_barrier"/>
		<object path="units/world/street/concrete_barrier/concrete_barrier_01"/>
		<unit path="units/world/street/concrete_barrier/concrete_barrier_01"/>
	</add>
	<add from_db="true" path="units/world/street/concrete_barrier/concrete_barrier_small_01" type="unit">
		<material_config path="units/world/street/concrete_barrier/concrete_barrier"/>
		<object path="units/world/street/concrete_barrier/concrete_barrier_small_01"/>
		<unit path="units/world/street/concrete_barrier/concrete_barrier_small_01"/>
	</add>
	<add from_db="true" path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_1" type="unit">
		<unit path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_1"/>
		<object path="units/world/props/mansion/man_prop_int_pictures/man_prop_int_picture_medium_1"/>
		<material_config path="units/world/props/mansion/man_prop_int_pictures/pictures2"/>
	</add>
	<texture path="levels/mods/alex_1_res/cube_lights/dome_occlusion"/>
</table>
