; maps a node name to the collision node used for the collision map creation..
[CollisionNodeLookup]
e_body		=	c_e_body
e_bonnet	= 	c_e_body
;e_bumper_b	=	c_e_body
e_bumper_f	=	c_e_body
e_door_b	=	c_e_body
e_door_l	=	c_e_body
e_door_r	=	c_e_body
e_window_f	=	c_e_body
e_wing		=	c_e_body

; node specific info (copied verbatim to the ini file)

; when specifing switches, the following applies:
; Switch	=	true/false, specifies whether the object should be able to be switched visible/invisible
; SwitchBox	=	the name of the switch that controls the objects visibility..
; Predicate	=	condition that must be true for the object to be active 
;			(ie for _lit objects, the predicate "on" must be true, for "unlit", "off" must be true)

[e_light_brake_lb]
Predicate = off
Switch = true
SwitchBox = brake

[e_light_brake_lb_lit]
Predicate = on
Switch = true
SwitchBox = brake

[e_light_brake_m]
Predicate = off
Switch = true
SwitchBox = brake

[e_light_brake_m_lit]
Predicate = on
Switch = true
SwitchBox = brake

[e_light_brake_rb]
Predicate = off
Switch = true
SwitchBox = brake

[e_light_brake_rb_lit]
Predicate = on
Switch = true
SwitchBox = brake

[e_light_lb]
Predicate = off
Switch = true
SwitchBox = light

[e_light_lb_lit]
Predicate = on
Switch = true
SwitchBox = light

[e_light_lf]
Predicate = off
Switch = true
SwitchBox = light

[e_light_lf_lit]
Predicate = on
Switch = true
SwitchBox = light

[e_light_rb]
Predicate = off
Switch = true
SwitchBox = light

[e_light_rb_lit]
Predicate = on
Switch = true
SwitchBox = light

[e_light_rf]
Predicate = off
Switch = true
SwitchBox = light

[e_light_rf_lit]
Predicate = on
Switch = true
SwitchBox = light

