<?xml version="1.0" encoding="utf-8"?>
<Doors>
  <Types>
    <DoorType AnimBackCloseFar="door_door_handle_right_close_far" AnimBackCloseNear="door_door_handle_right_close_close" AnimBackOpen="door_door_handle_right_open_away" AnimBackOpenBreach="door_door_handle_right_locked_break" AnimBackSlam="door_door_handle_right_locked_slam01" AnimFrontCloseFar="door_door_handle_left_close_far" AnimFrontCloseNear="door_door_handle_left_close_close" AnimFrontOpen="door_door_handle_left_open_away" AnimFrontOpenBreach="door_door_handle_left_locked_break" AnimFrontSlam="door_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/animated_door/animated_door.cga" SoundEventHit="sounds/impacts:imp_foley:door_generic_hit_zombie" />
    <DoorType AnimBackCloseFar="door_firedoor_door_handle_right_close_far" AnimBackCloseNear="door_firedoor_door_handle_right_close_close" AnimBackOpen="door_firedoor_door_handle_right_open_away" AnimBackOpenBreach="door_firedoor_door_handle_right_locked_break" AnimBackSlam="door_firedoor_door_handle_right_locked_slam01" AnimFrontCloseFar="door_firedoor_door_handle_left_close_far" AnimFrontCloseNear="door_firedoor_door_handle_left_close_close" AnimFrontOpen="door_firedoor_door_handle_left_open_away" AnimFrontOpenBreach="door_firedoor_door_handle_left_locked_break" AnimFrontSlam="door_firedoor_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/animated_door_firedoor/animated_door_firedoor.cga" SoundEventHit="sounds/impacts:imp_foley:door_metal_hit_zombie" />
    <DoorType AnimBackCloseFar="door_stall_door_handle_right_close_far" AnimBackCloseNear="door_stall_door_handle_right_close_close" AnimBackOpen="door_stall_door_handle_right_open_away" AnimBackOpenBreach="door_stall_door_handle_right_locked_break" AnimBackSlam="door_stall_door_handle_right_locked_slam01" AnimFrontCloseFar="door_stall_door_handle_left_close_far" AnimFrontCloseNear="door_stall_door_handle_left_close_close" AnimFrontOpen="door_stall_door_handle_left_open_away" AnimFrontOpenBreach="door_stall_door_handle_left_locked_break" AnimFrontSlam="door_stall_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/animated_door_stall/animated_door_stall.cga" SoundEventHit="sounds/impacts:imp_foley:door_metal_stall_hit_zombie" />
    <DoorType AnimBackCloseFar="door_glass_door_handle_right_close_far" AnimBackCloseNear="door_glass_door_handle_right_close_close" AnimBackOpen="door_glass_door_handle_right_open_away" AnimBackOpenBreach="door_glass_door_handle_right_locked_break" AnimBackSlam="door_glass_door_handle_right_locked_slam01" AnimFrontCloseFar="door_glass_door_handle_left_close_far" AnimFrontCloseNear="door_glass_door_handle_left_close_close" AnimFrontOpen="door_glass_door_handle_left_open_away" AnimFrontOpenBreach="door_glass_door_handle_left_locked_break" AnimFrontSlam="door_glass_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/anmated_door_glass/animated_door_glass.cga" SoundEventHit="sounds/impacts:imp_foley:door_generic_hit_zombie" />
    <DoorType AnimBackCloseFar="door_door_handle_right_close_far" AnimBackCloseNear="door_door_handle_right_close_close" AnimBackOpen="door_door_handle_right_open_away" AnimBackOpenBreach="door_door_handle_right_locked_break" AnimBackSlam="door_door_handle_right_locked_slam01" AnimFrontCloseFar="door_door_handle_left_close_far" AnimFrontCloseNear="door_door_handle_left_close_close" AnimFrontOpen="door_door_handle_left_open_away" AnimFrontOpenBreach="door_door_handle_left_locked_break" AnimFrontSlam="door_door_handle_left_locked_slam01" Markup="Objects/gameplay/door_extrior_markup/door_exterior_markup.cgf" Mesh="Objects/decor/doors/gate_door/gate_door.cga" SoundEventHit="sounds/impacts:imp_foley:gate_metal_hit_zombie" />
    <DoorType AnimBackCloseFar="door_regular_door_handle_right_close_far" AnimBackCloseNear="door_regular_door_handle_right_close_close" AnimBackOpen="door_regular_door_handle_right_open_away" AnimBackOpenBreach="door_regular_door_handle_right_locked_break" AnimBackSlam="door_regular_door_handle_right_locked_slam01" AnimFrontCloseFar="door_regular_door_handle_left_close_far" AnimFrontCloseNear="door_regular_door_handle_left_close_close" AnimFrontOpen="door_regular_door_handle_left_open_away" AnimFrontOpenBreach="door_regular_door_handle_left_locked_break" AnimFrontSlam="door_regular_door_handle_left_locked_slam01" Markup="Objects/gameplay/door_extrior_markup/door_exterior_markup.cgf" Mesh="Objects/decor/doors/gate_door_regular/gate_door_regular.cga" SoundEventHit="sounds/impacts:imp_foley:gate_metal_hit_zombie" />
    <DoorType AnimBackCloseFar="chainlink_door_door_handle_right_close_far" AnimBackCloseNear="chainlink_door_door_handle_right_close_close" AnimBackOpen="chainlink_door_door_handle_right_open_away" AnimBackOpenBreach="chainlink_door_door_handle_right_locked_break" AnimBackSlam="chainlink_door_door_handle_right_locked_slam01" AnimFrontCloseFar="chainlink_door_door_handle_left_close_far" AnimFrontCloseNear="chainlink_door_door_handle_left_close_close" AnimFrontOpen="chainlink_door_door_handle_left_open_away" AnimFrontOpenBreach="chainlink_door_door_handle_left_locked_break" AnimFrontSlam="chainlink_door_door_handle_left_locked_slam01" Markup="Objects/gameplay/door_extrior_markup/door_exterior_markup.cgf" Mesh="Objects/decor/doors/gate_chainlink_door/gate_chainlink_door.cga" SoundEventHit="sounds/impacts:imp_foley:gate_chainlink_hit_zombie" />
    <DoorType AnimBackCloseFar="door_jail_door_handle_right_close_far" AnimBackCloseNear="door_jail_door_handle_right_close_close" AnimBackOpen="door_jail_door_handle_right_open_away" AnimBackOpenBreach="door_jail_door_handle_right_locked_break" AnimBackSlam="door_jail_door_handle_right_locked_slam01" AnimFrontCloseFar="door_jail_door_handle_left_close_far" AnimFrontCloseNear="door_jail_door_handle_left_close_close" AnimFrontOpen="door_jail_door_handle_left_open_away" AnimFrontOpenBreach="door_jail_door_handle_left_locked_break" AnimFrontSlam="door_jail_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/animated_door_jail/animated_door_jail.cga" SoundEventHit="sounds/impacts:imp_foley:jail_metal_hit_zombie" />
    <DoorType AnimBackCloseFar="door_metal_door_handle_right_close_far" AnimBackCloseNear="door_metal_door_handle_right_close_close" AnimBackOpen="door_metal_door_handle_right_open_away" AnimBackOpenBreach="door_metal_door_handle_right_locked_break" AnimBackSlam="door_metal_door_handle_right_locked_slam01" AnimFrontCloseFar="door_metal_door_handle_left_close_far" AnimFrontCloseNear="door_metal_door_handle_left_close_close" AnimFrontOpen="door_metal_door_handle_left_open_away" AnimFrontOpenBreach="door_metal_door_handle_left_locked_break" AnimFrontSlam="door_metal_door_handle_left_locked_slam01" Markup="" Mesh="Objects/decor/doors/animated_door_metal/animated_door_metal.cga" SoundEventHit="sounds/impacts:imp_foley:door_generic_hit_zombie" />
  </Types>
</Doors>