;Note: Ignore distance is only checked if danger was produced by game_object.enemy with the exception of grenade and ent. corpse [danger_inertion] ;May use condlists from xr_condition grenade = 6000 entity_corpse = 60000 entity_attacked = 30000 attacked = 120000 bullet_ricochet = 250000 enemy_sound = 45000 attack_sound = 45000 entity_death = 30000 hit = 126000 sound = 25000 visual = 45000 [danger_object] ;Ignore distances squared -- May use condlists from xr_condition grenade = 400 entity_corpse = 10000 entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500 attacked = 90000 bullet_ricochet = 16 enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000 hit = 22500 sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500 [danger_inertion_actor] ;May use condlists from xr_condition grenade = 6000 entity_corpse = 60000 entity_attacked = 30000 attacked = 120000 bullet_ricochet = 5000 enemy_sound = 45000 attack_sound = {=actor_enemy} 45000, 3000 entity_death = 30000 hit = 126000 sound = 25000 visual = 45000 [danger_object_actor] ;Ignore distances squared -- May use condlists from xr_condition grenade = 400 entity_corpse = 60000 entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500 attacked = 90000 bullet_ricochet = {=actor_enemy} 250000, 10000 enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000 hit = 22500 sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625 visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500