{"ural"
{on bullet_hit
{if volume "glass"
{call "break_glass"}
else volume "cabin"
{call "break_glass"}
}
{if volume "glassR1"
{volumes "glassR1" disable bullet contact}
{spawn "glass_hit2" "glassR1" x}
{delay 0.1
{bone cut "glassR1"}
}
}
{if volume "glassR2"
{volumes "glassR2" disable bullet contact}
{spawn "glass_hit2" "glassR2" x}
{delay 0.1
{bone cut "glassR2"}
}
}
{if volume "glassL1"
{volumes "glassL1" disable bullet contact}
{spawn "glass_hit2" "glassL1" x}
{delay 0.1
{bone cut "glassL1"}
}
}
{if volume "glassL2"
{volumes "glassL2" disable bullet contact}
{spawn "glass_hit2" "glassL2" x}
{delay 0.1
{bone cut "glassL2"}
}
}
{if volume "glassB"
{volumes "glassB" disable bullet contact}
{spawn "glass_hit2" "glassB" x}
{delay 0.1
{bone cut "glassB"}
}
}
{if volume "glass_R1"
{volumes "glass_R1" disable bullet contact}
{spawn "glass_hit2" "glass_R1" x}
{delay 0.1
{bone cut "glass_R1"}
}
}
{if volume "glass_L1"
{volumes "glass_L1" disable bullet contact}
{spawn "glass_hit2" "glass_L1" x}
{delay 0.1
{bone cut "glass_L1"}
}
}
{if volume "glass_B1"
{volumes "glass_B1" disable bullet contact}
{spawn "glass_hit2" "glass_B1" x}
{delay 0.1
{bone cut "glass_B1"}
}
}
{if volume "glass_F1"
{volumes "glass_F1" disable bullet contact}
{spawn "glass_hit2" "glass_F1" x}
{delay 0.1
{bone cut "glass_F1"}
}
}
{if volume "glass_B2"
{volumes "glass_B2" disable bullet contact}
{spawn "glass_hit2" "glass_B2" x}
{delay 0.1
{bone cut "glass_B2"}
}
}
{if volume "glass_F2"
{volumes "glass_F2" disable bullet contact}
{spawn "glass_hit2" "glass_F2" x}
{delay 0.1
{bone cut "glass_F2"}
}
}
{if volume "glass_B"
{volumes "glass_B" disable bullet contact}
{spawn "glass_hit2" "glass_B" x}
{delay 0.1
{bone cut "glass_B"}
}
}
}
}