<table directory="assets">
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		<sequence_manager path="units/payday2/architecture/str/str_ext_road"/>
		<unit path="units/payday2/architecture/str/str_ext_asphalt_4x4m_a_manhole"/>
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		<unit path="units/pd2_dlc_des/architecture/des_int/des_int_floor_beams/des_int_floor_beams_01"/>
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		<unit path="units/payday2/architecture/str/str_ext_deco_manhole_a"/>
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		<object path="units/payday2/architecture/str/str_ext_sidewalk_2x2m_a_manhole"/>
		<sequence_manager path="units/payday2/architecture/str/str_ext_road"/>
		<unit path="units/payday2/architecture/str/str_ext_sidewalk_2x2m_a_manhole"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_road_16x16m_tcross_a_manhole" type="unit">
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		<object path="units/payday2/architecture/str/str_ext_road_16x16m_tcross_a_manhole"/>
		<sequence_manager path="units/payday2/architecture/str/str_ext_road"/>
		<unit path="units/payday2/architecture/str/str_ext_road_16x16m_tcross_a_manhole"/>
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	<add from_db="true" path="units/pd2_dlc_flat/architecture/flt_int_apartment_manhole/flt_apartment_basement_manhole" type="unit">
		<material_config path="units/pd2_dlc_flat/architecture/flt_int_apartment_manhole/flt_apartment_basement_manhole"/>
		<object path="units/pd2_dlc_flat/architecture/flt_int_apartment_manhole/flt_apartment_basement_manhole"/>
		<sequence_manager path="units/pd2_dlc_flat/architecture/flt_int_apartment_manhole/flt_apartment_basement_manhole"/>
		<unit path="units/pd2_dlc_flat/architecture/flt_int_apartment_manhole/flt_apartment_basement_manhole"/>
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		<material_config path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_road_snow/brb_road"/>
		<object path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_road_snow/brb_ext_road_16x16m_tcross_a_manhole"/>
		<unit path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_road_snow/brb_ext_road_16x16m_tcross_a_manhole"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_01" type="unit">
		<material_config path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_01"/>
		<object path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_01"/>
		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_01"/>
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		<material_config path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_01"/>
		<object path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_02"/>
		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_manhole/pex_ext_manhole_02"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_ext_level/ind_warehouse_window_vent_piece" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_ext_level/ind_kosugi"/>
		<object path="units/payday2/architecture/ind/ind_ext_level/ind_warehouse_window_vent_piece"/>
		<unit path="units/payday2/architecture/ind/ind_ext_level/ind_warehouse_window_vent_piece"/>
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	<add from_db="true" path="units/payday2/architecture/lux/lux_int_wall1d_2m_vent_a" type="unit">
		<material_config path="units/payday2/architecture/lux/lux"/>
		<object path="units/payday2/architecture/lux/lux_int_wall1d_2m_vent_a"/>
		<unit path="units/payday2/architecture/lux/lux_int_wall1d_2m_vent_a"/>
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	<add from_db="true" path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent" type="unit">
		<material_config path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop"/>
		<object path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent"/>
		<unit path="units/payday2/props/lcm_prop_rooftop/lcm_prop_rooftop_vent"/>
	</add>
	<add from_db="true" path="units/payday2/props/off_prop_ceiling/off_prop_ceiling_vent_a" type="unit">
		<material_config path="units/payday2/props/off_prop_ceiling/off_prop_ceiling"/>
		<object path="units/payday2/props/off_prop_ceiling/off_prop_ceiling_vent_a"/>
		<unit path="units/payday2/props/off_prop_ceiling/off_prop_ceiling_vent_a"/>
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	<add from_db="true" path="units/payday2/architecture/bnk/bnk_int_fence_door" type="unit">
		<unit path="units/payday2/architecture/bnk/bnk_int_fence_door"/>
		<object path="units/payday2/architecture/bnk/bnk_int_fence_door"/>
		<material_config path="units/payday2/architecture/bnk/bnk_int"/>
		<unit path="units/payday2/equipment/gen_equipment_shape_charge/gen_equipment_shape_charge"/>
		<object path="units/payday2/equipment/gen_equipment_shape_charge/gen_equipment_shape_charge"/>
		<material_config path="units/payday2/equipment/gen_equipment_shape_charge/gen_equipment_shape_charge"/>
		<effect load="true" path="units/payday2/equipment/gen_equipment_shape_charge/gen_equipment_shape_charge"/>
		<unit path="units/payday2/equipment/item_door_drill_small/item_door_drill_small"/>
		<object path="units/payday2/equipment/item_door_drill_small/item_door_drill_small"/>
		<material_config path="units/payday2/equipment/item_door_drill_small/item_door_drill_small"/>
		<effect load="true" path="effects/payday2/environment/drill"/>
		<effect load="true" path="effects/payday2/environment/parts/drill_sparks_particles"/>
		<effect load="true" path="effects/payday2/environment/parts/drill_sparks"/>
		<gui path="guis/timer_gui"/>
		<sequence_manager path="units/payday2/architecture/bnk/bnk_int_fence_door"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_0_01_door" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level"/>
		<object path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_0_01_door"/>
		<unit path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_0_01_door"/>
	</add>
	<add from_db="true" path="units/world/props/apartment/vent_tunnel/vent_tunnel_90_hor" type="unit">
		<material_config path="units/world/props/apartment/vent_tunnel/vent_tunnel"/>
		<object path="units/world/props/apartment/vent_tunnel/vent_tunnel_90_hor"/>
		<unit path="units/world/props/apartment/vent_tunnel/vent_tunnel_90_hor"/>
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	<add from_db="true" path="units/world/props/bank/bank_vent/bank_vent" type="unit">
		<material_config path="units/world/props/bank/bank_vent/bank_vent"/>
		<object path="units/world/props/bank/bank_vent/bank_vent"/>
		<unit path="units/world/props/bank/bank_vent/bank_vent"/>
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	<add from_db="true" path="units/world/props/hotel/vent/vent_big" type="unit">
		<material_config path="units/world/props/hotel/vent/vents_big"/>
		<object path="units/world/props/hotel/vent/vent_big"/>
		<unit path="units/world/props/hotel/vent/vent_big"/>
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	<add from_db="true" path="units/world/props/hotel/vent/vent_medium" type="unit">
		<material_config path="units/world/props/hotel/vent/vents"/>
		<object path="units/world/props/hotel/vent/vent_medium"/>
		<unit path="units/world/props/hotel/vent/vent_medium"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/lux/lux_int_vent1_b" type="unit">
		<material_config path="units/payday2/architecture/lux/lux"/>
		<object path="units/payday2/architecture/lux/lux_int_vent1_b"/>
		<unit path="units/payday2/architecture/lux/lux_int_vent1_b"/>
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	<add from_db="true" path="units/dev_tools/level_tools/navigation_blocker_10" type="unit">
		<material_config path="core/material_configs/hub_elements"/>
		<object path="units/dev_tools/level_tools/navigation_blocker_10"/>
		<unit path="units/dev_tools/level_tools/navigation_blocker_10"/>
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	<add from_db="true" path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_16x3m" type="unit">
		<material_config path="core/material_configs/hub_elements"/>
		<object path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_16x3m"/>
		<unit path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_16x3m"/>
	</add>
	<add from_db="true" path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_64x3m" type="unit">
		<material_config path="core/material_configs/hub_elements"/>
		<object path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_64x3m"/>
		<unit path="units/dev_tools/level_tools/dev_nav_blocker/dev_nav_blocker_64x3m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/bnk/bnk_railing_2m" type="unit">
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		<object path="units/payday2/architecture/bnk/bnk_railing_2m"/>
		<unit path="units/payday2/architecture/bnk/bnk_railing_2m"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_catwalk_base_01/sub_int_platform_catwalk_base_01" type="unit">
		<material_config path="units/payday2/architecture/sub/shared_textures/sub_int_platform_catwalks"/>
		<object path="units/payday2/architecture/sub/sub_int_platform_catwalk_base_01/sub_int_platform_catwalk_base_01"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_catwalk_base_01/sub_int_platform_catwalk_base_01"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_catwalk_corner_01/sub_int_platform_catwalk_corner_01" type="unit">
		<material_config path="units/payday2/architecture/sub/shared_textures/sub_int_platform_catwalks"/>
		<object path="units/payday2/architecture/sub/sub_int_platform_catwalk_corner_01/sub_int_platform_catwalk_corner_01"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_catwalk_corner_01/sub_int_platform_catwalk_corner_01"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_catwalk_railing_01/sub_int_platform_catwalk_railing_01" type="unit">
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		<object path="units/payday2/architecture/sub/sub_int_platform_catwalk_railing_01/sub_int_platform_catwalk_railing_01"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_catwalk_railing_01/sub_int_platform_catwalk_railing_01"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_catwalk_stairs_01/sub_int_platform_catwalk_stairs_01" type="unit">
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		<object path="units/payday2/architecture/sub/sub_int_platform_catwalk_stairs_01/sub_int_platform_catwalk_stairs_01"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_catwalk_stairs_01/sub_int_platform_catwalk_stairs_01"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_ceiling/sub_int_platform_ceiling" type="unit">
		<material_config path="units/payday2/architecture/sub/shared_textures/sub_int_platform_set_roofset"/>
		<object path="units/payday2/architecture/sub/sub_int_platform_ceiling/sub_int_platform_ceiling"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_ceiling/sub_int_platform_ceiling"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_metal_wall_booth_b/sub_int_platform_metal_wall_booth_b" type="unit">
		<material_config path="units/payday2/architecture/sub/shared_textures/sub_int_platform_set_metal_wallset"/>
		<object path="units/payday2/architecture/sub/sub_int_platform_metal_wall_booth_b/sub_int_platform_metal_wall_booth_b"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_metal_wall_booth_b/sub_int_platform_metal_wall_booth_b"/>
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	<add from_db="true" path="units/payday2/architecture/sub/sub_int_platform_escalator_bottom_02/sub_int_platform_escalator_bottom_02" type="unit">
		<material_config path="units/payday2/architecture/sub/shared_textures/sub_int_platform_escalator"/>
		<object path="units/payday2/architecture/sub/sub_int_platform_escalator_bottom_02/sub_int_platform_escalator_bottom_02"/>
		<unit path="units/payday2/architecture/sub/sub_int_platform_escalator_bottom_02/sub_int_platform_escalator_bottom_02"/>
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	<add from_db="true" path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_2x2m" type="unit">
		<material_config path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_stairs"/>
		<object path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_2x2m"/>
		<unit path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_2x2m"/>
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	<add from_db="true" path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_3x3m" type="unit">
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		<object path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_3x3m"/>
		<unit path="units/pd2_dlc_sand/architecture/ext/sand_ext_main_building/sand_ext_metal_platform_3x3m"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_bottom_platform_24x12x1m" type="unit">
		<material_config path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_bottom_platform"/>
		<object path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_bottom_platform_24x12x1m"/>
		<unit path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_bottom_platform_24x12x1m"/>
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		<material_config path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_windows_mainbuilding_ext_01"/>
		<effect load="true" path="effects/payday2/particles/window/des_window_small"/>
		<effect load="true" path="effects/payday2/particles/window/storefront_window_large"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<effect load="true" path="effects/payday2/particles/window/storefront_window_small"/>
		<object path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_windows_mainbuilding_int_01"/>
		<sequence_manager path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_windows_mainbuilding_int_01"/>
		<unit path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_windows_mainbuilding_int_01"/>
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		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<effect load="true" path="effects/payday2/particles/window/des_window_small"/>
		<object path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_ext_warehouse_windows"/>
		<sequence_manager path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_ext_warehouse_windows"/>
		<unit path="units/pd2_dlc_sand/architecture/int/sand_mainbuilding_01/sand_ext_warehouse_windows"/>
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		<object path="units/pd2_dlc_sand/architecture/ext/sand_ext_container_section/sand_ext_container_section_04"/>
		<unit path="units/pd2_dlc_sand/architecture/ext/sand_ext_container_section/sand_ext_container_section_04"/>
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		<material_config path="units/pd2_dlc_sand/architecture/backdrop/sand_ext_backdrop"/>
		<object path="units/pd2_dlc_sand/architecture/backdrop/sand_ext_backdrop_alcatraz"/>
		<unit path="units/pd2_dlc_sand/architecture/backdrop/sand_ext_backdrop_alcatraz"/>
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		<object path="units/pd2_dlc_sand/characters/civ_male_dockworker_03/civ_male_dockworker_03"/>
		<unit path="units/pd2_dlc_sand/characters/civ_male_dockworker_03/civ_male_dockworker_03_husk"/>
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		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_backdrop/pex_ext_backdrop_city_01/pex_ext_backdrop_city_01"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor1_corridor_04"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor1_corridor_05"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor2_it_room_02"/>
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		<object path="units/pd2_dlc_pex/architecture/pex_occluder_01/pex_occluder_01"/>
		<unit path="units/pd2_dlc_pex/architecture/pex_occluder_01/pex_occluder_01"/>
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		<object path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor2_meeting_room_01"/>
		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor2_meeting_room_01"/>
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		<object path="units/pd2_dlc_pex/props/pex_computer_outline/pex_computer_outline"/>
		<sequence_manager path="units/pd2_dlc_pex/props/pex_computer_outline/pex_computer_outline"/>
		<unit path="units/pd2_dlc_pex/props/pex_computer_outline/pex_computer_outline"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_garage/pex_int_garage"/>
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		<sequence_manager path="units/pd2_dlc_pex/architecture/ext/pex_ext_police_station_facade/pex_ext_police_station_window_01"/>
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		<sequence_manager path="units/pd2_dlc_pex/architecture/ext/pex_ext_police_station_facade/pex_ext_police_station_entrance_doorway"/>
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		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_pavement/pex_ext_concrete_piece_01"/>
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		<material_config path="units/pd2_dlc_pex/architecture/ext/pex_ext_leaking_decal/pex_ext_leaking_decal"/>
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		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_leaking_decal/pex_ext_leaking_decal_2m"/>
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		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_leaking_decal/pex_ext_leaking_decal_1m"/>
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		<material_config path="units/pd2_dlc_pex/architecture/ext/pex_ext_backdrop/pex_ext_backdrop_houses/pex_ext_alley_house_01"/>
		<object path="units/pd2_dlc_pex/architecture/ext/pex_ext_backdrop/pex_ext_backdrop_houses/pex_ext_warehouse_house_02"/>
		<unit path="units/pd2_dlc_pex/architecture/ext/pex_ext_backdrop/pex_ext_backdrop_houses/pex_ext_warehouse_house_02"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_modular_pieces/pex_int_wall_plaster_01_door_single"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_modular_pieces/pex_int_wall_plaster_01_door_single_yellow"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_modular_pieces/pex_int_wall_plaster_01_1m"/>
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		<unit path="units/pd2_dlc_pex/props/pex_prop_hallway_bench/pex_prop_hallway_bench"/>
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		<object path="units/pd2_dlc_pex/props/pex_prop_parking_decal/pex_prop_parking_decal_8"/>
		<unit path="units/pd2_dlc_pex/props/pex_prop_parking_decal/pex_prop_parking_decal_8"/>
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		<object path="units/pd2_dlc_pex/props/pex_props_keycard_reader/pex_props_keycard_reader"/>
		<sequence_manager path="units/pd2_dlc_pex/props/pex_props_keycard_reader/pex_props_keycard_reader"/>
		<unit path="units/pd2_dlc_pex/props/pex_props_keycard_reader/pex_props_keycard_reader"/>
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	<add from_db="true" path="units/pd2_dlc_pex/vehicles/anim_vehicle_suv_pex/anim_vehicle_suv_pex" type="unit">
		<effect load="true" path="effects/payday2/particles/smoke_trail/smoke_trail_wanker_car"/>
		<material_config path="units/pd2_dlc_pex/vehicles/anim_vehicle_suv_pex/anim_vehicle_suv_pex"/>
		<object path="units/pd2_dlc_pex/vehicles/anim_vehicle_suv_pex/anim_vehicle_suv_pex"/>
		<sequence_manager path="units/pd2_dlc_pex/vehicles/anim_vehicle_suv_pex/anim_vehicle_suv_pex"/>
		<unit path="units/pd2_dlc_pex/vehicles/anim_vehicle_suv_pex/anim_vehicle_suv_pex"/>
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		<material_config path="units/pd2_dlc_pex/nature/pex_backdrop/pex_backdrop_highway_01"/>
		<object path="units/pd2_dlc_pex/nature/pex_backdrop/pex_backdrop_highway_01"/>
		<unit path="units/pd2_dlc_pex/nature/pex_backdrop/pex_backdrop_highway_01"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_modular_pieces/pex_int_wall_plaster_01_1m_yellow"/>
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		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor1_prison_interigation_01"/>
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		<object path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor1_entrance_01"/>
		<unit path="units/pd2_dlc_pex/architecture/int/pex_int_main/pex_int_floor1_entrance_01"/>
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		<object path="units/payday2/architecture/bnk/bnk_int_wall_2m_b"/>
		<unit path="units/payday2/architecture/bnk/bnk_int_wall_2m_b"/>
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		<object path="units/payday2/architecture/bnk/bnk_int_wall_2m_a"/>
		<unit path="units/payday2/architecture/bnk/bnk_int_wall_2m_a"/>
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		<object path="units/payday2/architecture/hcm/hcm_int_wall_4m_b_brown"/>
		<unit path="units/payday2/architecture/hcm/hcm_int_wall_4m_b_brown"/>
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		<unit path="units/payday2/architecture/hcm/hcm_int_wall_4m_a_wood"/>
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		<unit path="units/payday2/architecture/hcm/hcm_ext_8x8m_c"/>
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		<object path="units/payday2/architecture/hcm/hcm_ext_8x8m_metal_a"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_8x8m_metal_a"/>
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		<unit path="units/payday2/architecture/hcm/hcm_ext_8x8m_corner_e"/>
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		<unit path="units/payday2/architecture/hcm/hcm_ext_balcony_2x16m_a"/>
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		<object path="units/payday2/architecture/hcm/hcm_ext_firestarter_2_windows_il"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_firestarter_2_windows_il"/>
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		<object path="units/payday2/architecture/hcm/hcm_ext_jewstreet"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_jewstreet"/>
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		<object path="units/payday2/architecture/hcm/hcm_ext_jewstreet_doorwall_a"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_jewstreet_doorwall_a"/>
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		<unit path="units/payday2/architecture/hcm/hcm_ext_roof_8x16m_c"/>
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		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_a_interact"/>
		<sequence_manager path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_b_interact"/>
		<unit path="units/payday2/architecture/hcm_b/hcm_b_ext_8x16m_a_interact"/>
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		<object path="units/payday2/architecture/hcm_b/hcm_b_ext_bottom_8x16m_b"/>
		<unit path="units/payday2/architecture/hcm_b/hcm_b_ext_bottom_8x16m_b"/>
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		<sequence_manager path="units/payday2/architecture/hcm/hcm_ext_8x16m_e_corner"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_8x16m_e_corner"/>
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		<unit path="units/payday2/architecture/hcm_d/hcm_d_ext_8x16m_f"/>
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		<unit path="units/payday2/architecture/hcm_d/hcm_d_ext_8x8m_b_corner"/>
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		<object path="units/payday2/architecture/hcm/hcm_ext_8x1m_corner_metal_a"/>
		<unit path="units/payday2/architecture/hcm/hcm_ext_8x1m_corner_metal_a"/>
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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/bnk/bnk_ext_wall_window_2m"/>
		<unit path="units/payday2/architecture/bnk/bnk_ext_wall_window_2m"/>
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		<object path="units/payday2/architecture/are/are_off_int_wall_plastic_window_tall_2m"/>
		<unit path="units/payday2/architecture/are/are_off_int_wall_plastic_window_tall_2m"/>
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		<material_config path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_railing_v2"/>
		<object path="units/payday2/architecture/ind/ind_ext_level/ind_ext_stairs_railing_1m"/>
		<unit path="units/payday2/architecture/ind/ind_ext_level/ind_ext_stairs_railing_1m"/>
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		<material_config path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_railing"/>
		<object path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_railing_2m"/>
		<unit path="units/payday2/architecture/ind/ind_ext_level/ind_ext_level_railing_2m"/>
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		<material_config path="units/pd2_dlc_berry/architecture/bry_mountain_tunnel_railings/bry_mountain_stairs"/>
		<object path="units/pd2_dlc_berry/architecture/bry_mountain_tunnel_railings/bry_mountain_stairs_c_outer_corner_cupped"/>
		<unit path="units/pd2_dlc_berry/architecture/bry_mountain_tunnel_railings/bry_mountain_stairs_c_outer_corner_cupped"/>
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		<material_config path="units/pd2_dlc_berry/architecture/bry_office_building/bry_office_building"/>
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		<object path="units/pd2_dlc_berry/architecture/bry_office_building/bry_office_building_window_03"/>
		<sequence_manager path="units/pd2_dlc_berry/architecture/bry_office_building/bry_office_building_window_01"/>
		<unit path="units/pd2_dlc_berry/architecture/bry_office_building/bry_office_building_window_03"/>
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		<material_config path="units/pd2_dlc_berry/nature/bry_terrain_rock/bry_terrain_rocks"/>
		<object path="units/pd2_dlc_berry/nature/bry_terrain_rock/bry_terrain_rocks_starting_area"/>
		<unit path="units/pd2_dlc_berry/nature/bry_terrain_rock/bry_terrain_rocks_starting_area"/>
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		<material_config path="units/pd2_dlc_berry/props/bry_prop_hallway_airfilter/bry_prop_hallway_airfilter"/>
		<object path="units/pd2_dlc_berry/props/bry_prop_hallway_airfilter/bry_prop_hallway_airfilter"/>
		<unit path="units/pd2_dlc_berry/props/bry_prop_hallway_airfilter/bry_prop_hallway_airfilter"/>
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		<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"/>
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		<material_config path="units/pd2_dlc_berry/props/bry_prop_small_lamp/bry_prop_small_lamp"/>
		<object path="units/pd2_dlc_berry/props/bry_prop_small_lamp/bry_prop_small_lamp"/>
		<unit path="units/pd2_dlc_berry/props/bry_prop_small_lamp/bry_prop_small_lamp"/>
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		<material_config path="units/pd2_dlc_berry/props/bry_prop_sign_murkywater/bry_prop_sign_murkywater"/>
		<object path="units/pd2_dlc_berry/props/bry_prop_sign_murkywater/bry_prop_sign_murkywater"/>
		<unit path="units/pd2_dlc_berry/props/bry_prop_sign_murkywater/bry_prop_sign_murkywater"/>
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		<material_config path="units/pd2_dlc_berry/architecture/bry_mountain_interiors/bry_mountain_main_interior"/>
		<object path="units/pd2_dlc_berry/architecture/bry_mountain_interiors/bry_mountain_lock_room_pipes"/>
		<unit path="units/pd2_dlc_berry/architecture/bry_mountain_interiors/bry_mountain_lock_room_pipes"/>
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		<material_config path="units/world/street/trash_pile/trash_pile"/>
		<object path="units/world/street/trash_pile/trash_pile_concrete_big"/>
		<unit path="units/world/street/trash_pile/trash_pile_concrete_big"/>
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		<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"/>
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		<material_config path="units/world/props/concrete_blocks_cover/concrete_blocks_cover"/>
		<object path="units/world/props/concrete_blocks_cover/concrete_blocks_medium"/>
		<unit path="units/world/props/concrete_blocks_cover/concrete_blocks_medium"/>
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		<material_config path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01"/>
		<object path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01"/>
		<unit path="units/pd2_dlc_run/props/run_prop_concrete_barrier_01/run_prop_concrete_barrier_stripes_01"/>
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	<add from_db="true" path="units/pd2_dlc_dinner/architecture/din_ext_alley/din_alley_tire_concrete_walls" type="unit">
		<material_config path="units/pd2_dlc_dinner/architecture/din"/>
		<object path="units/pd2_dlc_dinner/architecture/din_ext_alley/din_alley_tire_concrete_walls"/>
		<unit path="units/pd2_dlc_dinner/architecture/din_ext_alley/din_alley_tire_concrete_walls"/>
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	<add from_db="true" path="units/payday2/architecture/str/str_ext_concrete_ground_16x16m_a" type="unit">
		<material_config path="units/payday2/architecture/str/str"/>
		<object path="units/payday2/architecture/str/str_ext_concrete_ground_16x16m_a"/>
		<unit path="units/payday2/architecture/str/str_ext_concrete_ground_16x16m_a"/>
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	<add from_db="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_1x1m" type="unit">
		<material_config path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floors"/>
		<object path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_1x1m"/>
		<unit path="units/payday2/architecture/com_int_construction_floor/com_int_construction_concrete_floor_1x1m"/>
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	<add from_db="true" path="units/payday2/architecture/com_ext_parking_garage/com_ext_parking_garage_concrete_decal_b" type="unit">
		<material_config path="units/payday2/architecture/com_ext_parking_garage/com_ext_parking_garage_concrete"/>
		<object path="units/payday2/architecture/com_ext_parking_garage/com_ext_parking_garage_concrete_decal_b"/>
		<unit path="units/payday2/architecture/com_ext_parking_garage/com_ext_parking_garage_concrete_decal_b"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/cdr/cdr_int_concrete_trim_8m_a" type="unit">
		<material_config path="units/payday2/architecture/cdr/cdr_int"/>
		<object path="units/payday2/architecture/cdr/cdr_int_concrete_trim_8m_a"/>
		<unit path="units/payday2/architecture/cdr/cdr_int_concrete_trim_8m_a"/>
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		<material_config path="units/pd2_dlc_berry/props/bry_prop_guardhouse/bry_prop_guardhouse"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/pd2_dlc_berry/props/bry_prop_guardhouse/bry_prop_guardhouse"/>
		<sequence_manager path="units/pd2_dlc_berry/props/bry_prop_guardhouse/bry_prop_guardhouse"/>
		<unit path="units/pd2_dlc_berry/props/bry_prop_guardhouse/bry_prop_guardhouse"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_nmh/props/nmh_prop_medicinecabinet01_mirror/nmh_prop_medicinecabinet01_mirror" type="unit">
		<material_config path="units/pd2_dlc_nmh/props/nmh_prop_medicinecabinet01_mirror/nmh_prop_medicinecabinet01_mirror"/>
		<object path="units/pd2_dlc_nmh/props/nmh_prop_medicinecabinet01_mirror/nmh_prop_medicinecabinet01_mirror"/>
		<unit path="units/pd2_dlc_nmh/props/nmh_prop_medicinecabinet01_mirror/nmh_prop_medicinecabinet01_mirror"/>
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	<add from_db="true" path="units/pd2_dlc_nmh/pickups/nmh_medical_document/nmh_prop_medical_document" type="unit">
		<material_config path="units/pd2_dlc_nmh/pickups/nmh_medical_document/nmh_prop_medical_document"/>
		<object path="units/pd2_dlc_nmh/pickups/nmh_medical_document/nmh_prop_medical_document"/>
		<sequence_manager path="units/pd2_dlc_nmh/pickups/nmh_medical_document/nmh_prop_medical_document"/>
		<unit path="units/pd2_dlc_nmh/pickups/nmh_medical_document/nmh_prop_medical_document"/>
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	<add from_db="true" path="units/world/architecture/street/decals/ground/decal_ground_manhole_big" type="unit">
		<material_config path="units/world/architecture/street/decals/ground/decal_ground_manhole_big_io"/>
		<object path="units/world/architecture/street/decals/ground/decal_ground_manhole_big"/>
		<unit path="units/world/architecture/street/decals/ground/decal_ground_manhole_big"/>
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		<material_config path="units/world/architecture/street/decals/ground/decal_ground_grates_manhole"/>
		<object path="units/world/architecture/street/decals/ground/decal_ground_manhole"/>
		<unit path="units/world/architecture/street/decals/ground/decal_ground_manhole"/>
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		<material_config path="units/world/props/concrete_blocks_cover/concrete_blocks_cover"/>
		<object path="units/world/props/concrete_blocks_cover/concrete_blocks_large"/>
		<unit path="units/world/props/concrete_blocks_cover/concrete_blocks_large"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_ext_05x4m_concrete_a" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_ext_01b"/>
		<object path="units/payday2/architecture/ind/ind_ext_05x4m_concrete_a"/>
		<unit path="units/payday2/architecture/ind/ind_ext_05x4m_concrete_a"/>
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	<add from_db="true" path="units/payday2/architecture/cdr/cdr_int_concrete_pillar_1m_a" type="unit">
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		<object path="units/payday2/architecture/cdr/cdr_int_concrete_pillar_1m_a"/>
		<unit path="units/payday2/architecture/cdr/cdr_int_concrete_pillar_1m_a"/>
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	<add from_db="true" path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_crane_foundation/brb_ext_crane_foundation" type="unit">
		<material_config path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_crane_foundation/brb_ext_crane_foundation"/>
		<object path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_crane_foundation/brb_ext_crane_foundation"/>
		<unit path="units/pd2_dlc_brb/architecture/brb_ext/brb_ext_crane_foundation/brb_ext_crane_foundation"/>
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	<add from_db="true" path="units/payday2/architecture/hcm_j_ext/hcm_j_ext_bottom_short_a_wall" type="unit">
		<material_config path="units/payday2/architecture/hcm_j_ext/hcm_j_ext_extended"/>
		<object path="units/payday2/architecture/hcm_j_ext/hcm_j_ext_bottom_short_a_wall"/>
		<unit path="units/payday2/architecture/hcm_j_ext/hcm_j_ext_bottom_short_a_wall"/>
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	<add from_db="true" path="units/pd2_dlc_born/architecture/bor_bunker/bor_bunker" type="unit">
		<material_config path="units/pd2_dlc_born/architecture/bor_bunker/bor_bunker"/>
		<object path="units/pd2_dlc_born/architecture/bor_bunker/bor_bunker"/>
		<unit path="units/pd2_dlc_born/architecture/bor_bunker/bor_bunker"/>
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	<add from_db="true" path="units/pd2_dlc_born/props/bor_prop_bunker_hatch/bor_prop_bunker_hatch" type="unit">
		<material_config path="units/pd2_dlc_born/props/bor_prop_bunker_hatch/bor_prop_bunker_hatch"/>
		<object path="units/pd2_dlc_born/props/bor_prop_bunker_hatch/bor_prop_bunker_hatch"/>
		<sequence_manager path="units/pd2_dlc_born/props/bor_prop_bunker_hatch/bor_prop_bunker_hatch"/>
		<unit path="units/pd2_dlc_born/props/bor_prop_bunker_hatch/bor_prop_bunker_hatch"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_3m" type="unit">
		<material_config path="units/payday2/architecture/com_int_construction_floor/com_int_construction_walls"/>
		<object path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_3m"/>
		<unit path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_3m"/>
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		<material_config path="units/payday2/architecture/com_int_basement/com_int_basement_wall"/>
		<object path="units/payday2/architecture/com_int_basement/com_int_basement_wall_trim_2x1m"/>
		<unit path="units/payday2/architecture/com_int_basement/com_int_basement_wall_trim_2x1m"/>
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	<add from_db="true" path="units/payday2/architecture/hcm/hcm_int_wall_025m_cap_a" type="unit">
		<material_config path="units/payday2/architecture/hcm/hcm_int"/>
		<object path="units/payday2/architecture/hcm/hcm_int_wall_025m_cap_a"/>
		<unit path="units/payday2/architecture/hcm/hcm_int_wall_025m_cap_a"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_cinderblock_wall_4m_a" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_cinderblock_wall_4m_a"/>
		<object path="units/payday2/architecture/ind/ind_cinderblock_wall_4m_a"/>
		<unit path="units/payday2/architecture/ind/ind_cinderblock_wall_4m_a"/>
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	<add from_db="true" path="units/payday2/architecture/ind/ind_ext_outdoor_stairs/ind_ext_outdoor_beam_big" type="unit">
		<material_config path="units/payday2/architecture/ind/ind_instanced"/>
		<object path="units/payday2/architecture/ind/ind_ext_outdoor_stairs/ind_ext_outdoor_beam_big"/>
		<unit path="units/payday2/architecture/ind/ind_ext_outdoor_stairs/ind_ext_outdoor_beam_big"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/res/res_door_inner_a" type="unit">
		<material_config path="units/payday2/architecture/res/res_int_window_01"/>
		<object path="units/payday2/architecture/res/res_door_inner_a"/>
		<unit path="units/payday2/architecture/res/res_door_inner_a"/>
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	<add from_db="true" path="units/payday2/architecture/safehouse/safehouse_decal_door" type="unit">
		<material_config path="units/payday2/architecture/safehouse/safehouse_decal"/>
		<object path="units/payday2/architecture/safehouse/safehouse_decal_door"/>
		<unit path="units/payday2/architecture/safehouse/safehouse_decal_door"/>
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	<add from_db="true" path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double" type="unit">
		<material_config path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm"/>
		<effect load="true" path="effects/payday2/particles/wood/wood_door_shotgun_dmg_in"/>
		<effect load="true" path="effects/payday2/particles/wood/wood_door_shotgun_dmg_out"/>
		<material_config path="units/payday2/props/dest_glass/glass_shatter"/>
		<object path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double"/>
		<sequence_manager path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double"/>
		<unit path="units/payday2/equipment/gen_interactable_door_hcm/gen_interactable_door_hcm_double"/>
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	<add from_db="true" path="units/payday2/architecture/com_int_nightclub/com_int_nightclub_wall_2m_door" type="unit">
		<material_config path="units/payday2/architecture/com_int_nightclub/com_int_nightclub"/>
		<object path="units/payday2/architecture/com_int_nightclub/com_int_nightclub_wall_2m_door"/>
		<unit path="units/payday2/architecture/com_int_nightclub/com_int_nightclub_wall_2m_door"/>
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	<add from_db="true" path="units/payday2/architecture/bnk/bnk_int_wall_4m_a" type="unit">
		<material_config path="units/payday2/architecture/bnk/bnk_int"/>
		<object path="units/payday2/architecture/bnk/bnk_int_wall_4m_a"/>
		<unit path="units/payday2/architecture/bnk/bnk_int_wall_4m_a"/>
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		<material_config path="units/payday2/architecture/bnk/bnk_int"/>
		<object path="units/payday2/architecture/bnk/bnk_int_wall_4m_b"/>
		<unit path="units/payday2/architecture/bnk/bnk_int_wall_4m_b"/>
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		<object path="units/payday2/architecture/bnk/bnk_int_wall4m_a"/>
		<unit path="units/payday2/architecture/bnk/bnk_int_wall4m_a"/>
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		<material_config path="units/payday2/architecture/air_ext_terminal/air_ext_terminal"/>
		<object path="units/payday2/architecture/air_ext_terminal/air_terminal_pieces_wall_1"/>
		<unit path="units/payday2/architecture/air_ext_terminal/air_terminal_pieces_wall_1"/>
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	<add from_db="true" path="units/payday2/architecture/air_int_terminal/air_terminal_pieces_floor_indoor_2m" type="unit">
		<material_config path="units/payday2/architecture/air_ext_terminal/air_ext_terminal"/>
		<object path="units/payday2/architecture/air_int_terminal/air_terminal_pieces_floor_indoor_2m"/>
		<unit path="units/payday2/architecture/air_int_terminal/air_terminal_pieces_floor_indoor_2m"/>
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		<material_config path="units/payday2/architecture/are/are_kitchen"/>
		<object path="units/payday2/architecture/are/are_floor_kitchen_grate"/>
		<unit path="units/payday2/architecture/are/are_floor_kitchen_grate"/>
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		<material_config path="units/payday2/architecture/are/are_off_int"/>
		<object path="units/payday2/architecture/are/are_off_int_floor_plastic_4m_v2"/>
		<unit path="units/payday2/architecture/are/are_off_int_floor_plastic_4m_v2"/>
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		<sequence_manager path="units/payday2/architecture/str/str_ext_road"/>
		<unit path="units/payday2/architecture/str/str_ext_road_16x16m_a_manhole"/>
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		<unit path="units/pd2_dlc_casino/props/cas_prop_vent/cas_prop_vent_shaft"/>
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		<material_config path="units/world/architecture/secret_stash/props/secret_stash_props_rooftop_1"/>
		<object path="units/world/architecture/secret_stash/props/secret_stash_vent_7_shaft"/>
		<unit path="units/world/architecture/secret_stash/props/secret_stash_vent_7_shaft"/>
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		<material_config path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/elevator_lid/pent_elevator_lid"/>
		<object path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/elevator_lid/pent_elevator_lid"/>
		<sequence_manager path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/elevator_lid/pent_elevator_lid"/>
		<unit path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/elevator_lid/pent_elevator_lid"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/double_sided_elevator_door/pent_int_elevator_doors_double_sided" type="unit">
		<material_config path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/double_sided_elevator_door/pent_int_elevator_doors_double_sided"/>
		<object path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/double_sided_elevator_door/pent_int_elevator_doors_double_sided"/>
		<sequence_manager path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/double_sided_elevator_door/pent_int_elevator_doors_double_sided"/>
		<unit path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/double_sided_elevator_door/pent_int_elevator_doors_double_sided"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/pent_int_elevator_shaft" type="unit">
		<effect load="true" path="effects/payday2/particles/flares/indoor_lamp_v12"/>
		<material_config path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/pent_int_elevator_shaft"/>
		<object path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/pent_int_elevator_shaft"/>
		<unit path="units/pd2_dlc_pent/architecture/int/pent_int_elevator_shaft/pent_int_elevator_shaft"/>
	</add>
	<add from_db="true" path="units/world/props/hotel/vent/vent_circle" type="unit">
		<material_config path="units/world/props/hotel/vent/vents"/>
		<object path="units/world/props/hotel/vent/vent_circle"/>
		<unit path="units/world/props/hotel/vent/vent_circle"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling" type="unit">
		<material_config path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
		<object path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
		<physic_effect path="physic_effects/push_sphere"/>
		<sequence_manager path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
		<unit path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling_b" type="unit">
		<material_config path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
		<object path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling_b"/>
		<physic_effect path="physic_effects/push_sphere"/>
		<sequence_manager path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling"/>
		<unit path="units/payday2/props/com_prop_vent_ceiling/com_prop_vent_ceiling_b"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_dah/props/dah_prop_air_vent_a/dah_prop_air_vent_a" type="unit">
		<material_config path="units/pd2_dlc_dah/props/dah_prop_air_vent_a/dah_prop_air_vent_a"/>
		<object path="units/pd2_dlc_dah/props/dah_prop_air_vent_a/dah_prop_air_vent_a"/>
		<unit path="units/pd2_dlc_dah/props/dah_prop_air_vent_a/dah_prop_air_vent_a"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_vent_double/com_prop_vent_double" type="unit">
		<material_config path="units/payday2/props/com_prop_vent_double/com_prop_vent_double"/>
		<object path="units/payday2/props/com_prop_vent_double/com_prop_vent_double"/>
		<physic_effect path="physic_effects/push_sphere"/>
		<sequence_manager path="units/payday2/props/com_prop_vent_double/com_prop_vent_double"/>
		<unit path="units/payday2/props/com_prop_vent_double/com_prop_vent_double"/>
	</add>
	<add from_db="true" path="units/payday2/props/com_prop_election_elevator_vent/com_prop_election_elevator_vent" type="unit">
		<material_config path="units/payday2/props/com_prop_election_elevator_vent/com_prop_election_elevator_vent"/>
		<object path="units/payday2/props/com_prop_election_elevator_vent/com_prop_election_elevator_vent"/>
		<sequence_manager path="units/payday2/props/com_prop_election_elevator_vent/com_prop_election_elevator_vent"/>
		<unit path="units/payday2/props/com_prop_election_elevator_vent/com_prop_election_elevator_vent"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_arena/props/are_prop_rollupdoor/are_prop_rollupdoor_a" type="unit">
		<material_config path="units/pd2_dlc_arena/props/are_prop_rollupdoor/are_prop_rollupdoor"/>
		<object path="units/pd2_dlc_arena/props/are_prop_rollupdoor/are_prop_rollupdoor_a"/>
		<unit path="units/pd2_dlc_arena/props/are_prop_rollupdoor/are_prop_rollupdoor_a"/>
	</add>
	<add from_db="true" path="units/payday2/props/bridge/cable_lights/cable_lights" type="unit">
		<material_config path="units/world/props/bridge/cable_lights/cable_lights"/>
		<object path="units/world/props/bridge/cable_lights/cable_lights"/>
		<unit path="units/payday2/props/bridge/cable_lights/cable_lights"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_arena/architecture/are_int_stage/are_int_stage_lights" type="unit">
		<animation_def path="anims/units/level/arena/lights/lights"/>
		<animation_state_machine path="anims/units/level/arena/lights/lights"/>
		<animation_states path="anims/units/level/arena/lights/std"/>
		<animation_subset path="anims/units/level/arena/lights/std"/>
		<effect load="true" path="effects/payday2/particles/flares/alesso_stage_flare_1"/>
		<material_config path="units/pd2_dlc_arena/architecture/are_int_stage/are_int_stage_lights"/>
		<object path="units/pd2_dlc_arena/architecture/are_int_stage/are_int_stage_lights"/>
		<sequence_manager path="units/pd2_dlc_arena/architecture/are_int_stage/are_int_stage_lights"/>
		<unit path="units/pd2_dlc_arena/architecture/are_int_stage/are_int_stage_lights"/>
	</add>
	<add from_db="true" path="units/world/props/apartment/residential/residential_lights_walllamp_03" type="unit">
		<material_config path="units/world/props/apartment/residential/residential_lights_desklamp"/>
		<object path="units/world/props/apartment/residential/residential_lights_walllamp_03"/>
		<unit path="units/world/props/apartment/residential/residential_lights_walllamp_03"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/lux/lux_int_lightspot1_small_a" type="unit">
		<effect load="true" path="effects/payday2/particles/flares/scene_flare_small_01"/>
		<effect load="true" path="effects/payday2/particles/spotlight/scene_spotlight_01"/>
		<material_config path="units/payday2/architecture/lux/lux"/>
		<object path="units/payday2/architecture/lux/lux_int_lightspot1_small_a"/>
		<unit path="units/payday2/architecture/lux/lux_int_lightspot1_small_a"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/lux/lux_int_lightspot1_mid_a" type="unit">
		<material_config path="units/payday2/architecture/lux/lux"/>
		<object path="units/payday2/architecture/lux/lux_int_lightspot1_mid_a"/>
		<unit path="units/payday2/architecture/lux/lux_int_lightspot1_mid_a"/>
	</add>
	<add from_db="true" path="units/world/props/office/light/wall_lamp" type="unit">
		<material_config path="units/world/props/office/light/wall_lamp"/>
		<object path="units/world/props/office/light/wall_lamp"/>
		<unit path="units/world/props/office/light/wall_lamp"/>
	</add>
	<add from_db="true" path="units/world/props/office/light/spotlight_celing_small" type="unit">
		<object path="units/world/props/office/light/spotlight_celing_small"/>
		<sequence_manager path="units/world/props/office/light/spotlight_celing_small"/>
		<unit path="units/world/props/office/light/spotlight_celing_small"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_dah/props/dah_prop_light_cones/dah_prop_light_cones_v1" type="unit">
		<material_config path="units/pd2_dlc_dah/props/dah_prop_light_cones/dah_prop_light_cones_v1"/>
		<object path="units/pd2_dlc_dah/props/dah_prop_light_cones/dah_prop_light_cones_v1"/>
		<unit path="units/pd2_dlc_dah/props/dah_prop_light_cones/dah_prop_light_cones_v1"/>
	</add>
	<add from_db="true" path="units/world/props/signs/traffic_signs/traffic_sign_33" type="unit">
		<material_config path="units/world/props/signs/traffic_signs/traffic_sign_01"/>
		<object path="units/world/props/signs/traffic_signs/traffic_sign_33"/>
		<unit path="units/world/props/signs/traffic_signs/traffic_sign_33"/>
	</add>
	<add from_db="true" path="units/world/props/signs/traffic_signs/traffic_sign_pole" type="unit">
		<material_config path="units/world/props/signs/traffic_signs/traffic_sign_pole"/>
		<object path="units/world/props/signs/traffic_signs/traffic_sign_pole"/>
		<unit path="units/world/props/signs/traffic_signs/traffic_sign_pole"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_run/props/run_prop_trafic_lights/run_prop_traffic_lights_center_01" type="unit">
		<material_config path="units/pd2_dlc_run/props/run_prop_trafic_lights/run_prop_traffic_lights_center_01"/>
		<object path="units/pd2_dlc_run/props/run_prop_trafic_lights/run_prop_traffic_lights_center_01"/>
		<sequence_manager path="units/pd2_dlc_run/props/run_prop_trafic_lights/run_prop_traffic_lights_center_01"/>
		<unit path="units/pd2_dlc_run/props/run_prop_trafic_lights/run_prop_traffic_lights_center_01"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_run/props/run_prop_traffic_sign/run_prop_traffic_sign_pole" type="unit">
		<material_config path="units/pd2_dlc_run/props/run_prop_traffic_sign/run_prop_traffic_sign_pole"/>
		<object path="units/pd2_dlc_run/props/run_prop_traffic_sign/run_prop_traffic_sign_pole"/>
		<unit path="units/pd2_dlc_run/props/run_prop_traffic_sign/run_prop_traffic_sign_pole"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props_fairgrounds/traffic_barrel" type="unit">
		<material_config path="units/pd2_dlc2/csgo_models/props_fairgrounds/traffic_barrel"/>
		<object path="units/pd2_dlc2/csgo_models/props_fairgrounds/traffic_barrel"/>
		<unit path="units/pd2_dlc2/csgo_models/props_fairgrounds/traffic_barrel"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/csgo_models/props_fortifications/traffic_barrier001" type="unit">
		<material_config path="units/pd2_dlc2/csgo_models/props_fortifications/traffic_barrier001"/>
		<object path="units/pd2_dlc2/csgo_models/props_fortifications/traffic_barrier001"/>
		<unit path="units/pd2_dlc2/csgo_models/props_fortifications/traffic_barrier001"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/are/are_off_int_wall_plastic_double_door" type="unit">
		<material_config path="units/payday2/architecture/are/are_off_int"/>
		<object path="units/payday2/architecture/are/are_off_int_wall_plastic_double_door"/>
		<unit path="units/payday2/architecture/are/are_off_int_wall_plastic_double_door"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m" type="unit">
		<material_config path="units/payday2/architecture/com_int_basement/com_int_basement_wall"/>
		<object path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m"/>
		<unit path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m_clean" type="unit">
		<material_config path="units/payday2/architecture/com_int_basement/com_int_basement_wall"/>
		<object path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m_clean"/>
		<unit path="units/payday2/architecture/com_int_basement/com_int_basement_wall_door_2x3m_clean"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_frame_door_3m" type="unit">
		<material_config path="units/payday2/architecture/com_int_construction_floor/com_int_construction_walls"/>
		<object path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_frame_door_3m"/>
		<unit path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_frame_door_3m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_door_3m" type="unit">
		<material_config path="units/payday2/architecture/com_int_construction_floor/com_int_construction_walls"/>
		<object path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_door_3m"/>
		<unit path="units/payday2/architecture/com_int_construction_floor/com_int_construction_wall_covered_door_3m"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_election/com_int_election_door_main" type="unit">
		<material_config path="units/payday2/architecture/com_int_election/com_int_election"/>
		<object path="units/payday2/architecture/com_int_election/com_int_election_door_main"/>
		<sequence_manager path="units/payday2/architecture/com_int_election/com_int_election_door_main"/>
		<unit path="units/payday2/architecture/com_int_election/com_int_election_door_main"/>
	</add>
	<add from_db="true" path="units/payday2/architecture/com_int_election/com_int_election_door_store" type="unit">
		<material_config path="units/payday2/architecture/com_int_election/com_int_election"/>
		<object path="units/payday2/architecture/com_int_election/com_int_election_door_store"/>
		<sequence_manager path="units/payday2/architecture/com_int_election/com_int_election_door_store"/>
		<unit path="units/payday2/architecture/com_int_election/com_int_election_door_store"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_entrance_door_a" type="unit">
		<material_config path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_entrance_door_a"/>
		<object path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_entrance_door_a"/>
		<unit path="units/pd2_dlc2/architecture/gov_c_ext/gov_c_ext_entrance_door_a"/>
	</add>
	<add from_db="true" path="units/pd2_dlc2/architecture/gov_d_int/gov_d_int_door_b" type="unit">
		<unit path="units/pd2_dlc2/architecture/gov_d_int/gov_d_int_door_b"/>
		<object path="units/pd2_dlc2/architecture/gov_d_int/gov_d_int_door_b"/>
		<material_config path="units/pd2_dlc2/architecture/gov_d_int/gov_d_int_door_b"/>
		<sequence_manager path="units/pd2_dlc2/architecture/gov_d_int/gov_d_int_door_b"/>
		<unit path="units/payday2/equipment/gen_interactable_door_keycard/item_door_keycard_jammer_double"/>
		<object path="units/payday2/equipment/gen_interactable_door_keycard/item_door_keycard_jammer_double"/>
		<material_config path="units/payday2/equipment/gen_interactable_door_keycard/gen_interactable_door_keycard_jammer"/>
		<sequence_manager path="units/payday2/equipment/gen_interactable_door_keycard/item_door_keycard_jammer_double"/>
		<unit path="units/payday2/equipment/gen_interactable_panel_keycard/item_panel_keycard_double"/>
		<object path="units/payday2/equipment/gen_interactable_panel_keycard/gen_interactable_panel_keycard"/>
		<material_config path="units/pickups/pickup_bank_manager_key/pickup_bank_manager_key"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_berry/architecture/bry_vault_room/bry_vault_room_inner_walls" type="unit">
		<material_config path="units/pd2_dlc_berry/architecture/bry_security_room/bry_security_room"/>
		<object path="units/pd2_dlc_berry/architecture/bry_vault_room/bry_vault_room_inner_walls"/>
		<unit path="units/pd2_dlc_berry/architecture/bry_vault_room/bry_vault_room_inner_walls"/>
	</add>
	<add from_db="true" path="units/dev_tools/level_tools/navigation_splitter_1m" type="unit">
		<material_config path="core/material_configs/hub_elements"/>
		<object path="units/dev_tools/level_tools/navigation_splitter_1m"/>
		<unit path="units/dev_tools/level_tools/navigation_splitter_1m"/>
	</add>
	<add from_db="true" path="units/payday2/pickups/gen_pku_almir_sandwich/gen_pku_almir_sandwich" type="unit">
		<effect load="true" path="effects/payday2/particles/grab/grab_coke"/>
		<effect load="true" path="effects/payday2/particles/grab/parts/coke_smoke"/>
		<material_config path="units/payday2/pickups/gen_pku_almir_sandwich/gen_pku_almir_sandwich"/>
		<object path="units/payday2/pickups/gen_pku_almir_sandwich/gen_pku_almir_sandwich"/>
		<sequence_manager path="units/payday2/pickups/gen_pku_almir_sandwich/gen_pku_almir_sandwich"/>
		<unit path="units/payday2/pickups/gen_pku_almir_sandwich/gen_pku_almir_sandwich"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_born/characters/ene_gang_biker_boss/ene_gang_biker_boss" type="unit">
		<unit load="true" path="units/pd2_dlc_born/characters/ene_gang_biker_boss/ene_gang_biker_boss"/>
		<unit load="true" path="units/pd2_dlc_born/characters/ene_gang_biker_boss/ene_gang_biker_boss_husk"/>
		<object path="units/pd2_dlc_born/characters/ene_gang_biker_boss/ene_gang_biker_boss"/>
	</add>
	<add from_db="true" path="units/payday2/equipment/ind_interactable_hardcase_loot/ind_interactable_hardcase_loot_gold" type="unit">
		<effect load="true" path="effects/payday2/particles/grab/grab_gold"/>
		<material_config path="units/payday2/equipment/ind_interactable_hardcase_loot/ind_interactable_hardcase_loot_gold"/>
		<object path="units/payday2/equipment/ind_interactable_hardcase_loot/ind_interactable_hardcase_loot_gold"/>
		<sequence_manager path="units/payday2/equipment/ind_interactable_hardcase_loot/ind_interactable_hardcase_loot_gold"/>
		<unit path="units/payday2/equipment/ind_interactable_hardcase_loot/ind_interactable_hardcase_loot_gold"/>
	</add>
	<add from_db="true" path="units/payday2/characters/ene_gang_mobster_boss/ene_gang_mobster_boss" type="unit">
		<unit load="true" path="units/payday2/characters/ene_gang_mobster_boss/ene_gang_mobster_boss"/>
		<unit load="true" path="units/payday2/characters/ene_gang_mobster_boss/ene_gang_mobster_boss_husk"/>
		<object path="units/payday2/characters/ene_gang_mobster_boss/ene_gang_mobster_boss"/>
	</add>
	<add from_db="true" path="units/pd2_dlc_friend/characters/ene_drug_lord_boss_stealth/ene_drug_lord_boss_stealth" type="unit">
		<unit load="true" path="units/pd2_dlc_friend/characters/ene_drug_lord_boss_stealth/ene_drug_lord_boss_stealth"/>
		<unit load="true" path="units/pd2_dlc_friend/characters/ene_drug_lord_boss_stealth/ene_drug_lord_boss_stealth_husk"/>
		<object path="units/pd2_dlc_friend/characters/ene_drug_lord_boss_stealth/ene_drug_lord_boss_stealth"/>
	</add>
	<add from_db="true" path="units/payday2/pickups/gen_pku_gold/gen_pku_gold" type="unit">
		<effect load="true" path="effects/payday2/particles/grab/grab_gold"/>
		<object path="units/payday2/pickups/gen_pku_gold/gen_pku_gold"/>
		<sequence_manager path="units/payday2/pickups/gen_pku_gold/gen_pku_gold"/>
		<unit path="units/payday2/pickups/gen_pku_gold/gen_pku_gold"/>
	</add>
	<add from_db="true" path="units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1" type="unit">
		<unit load="true" path="units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1"/>
		<object path="units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1"/>
		<unit load="true" path="units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1_husk"/>
	</add>
</table>
