@name 
@inputs 
@outputs 
@persist C
@trigger all
if(first()){
holoCreate(1,entity():owner():pos()+ vec(0,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(2,entity():owner():pos()+ vec(-30,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(3,entity():owner():pos()+ vec(-60,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(4,entity():owner():pos()+ vec(-90,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(5,entity():owner():pos()+ vec(30,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(6,entity():owner():pos()+ vec(60,0,0),vec(1,1,1),entity():owner():angles())
holoCreate(7,entity():owner():pos()+ vec(90,0,0),vec(1,1,1),entity():owner():angles())

holoCreate(8,entity():owner():pos()+ vec(0,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(9,entity():owner():pos()+ vec(-30,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(10,entity():owner():pos()+ vec(-60,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(11,entity():owner():pos()+ vec(-90,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(12,entity():owner():pos()+ vec(30,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(13,entity():owner():pos()+ vec(60,-30,0),vec(1,1,1),entity():owner():angles())
holoCreate(14,entity():owner():pos()+ vec(90,-30,0),vec(1,1,1),entity():owner():angles())

holoCreate(15,entity():owner():pos()+ vec(0,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(16,entity():owner():pos()+ vec(-30,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(17,entity():owner():pos()+ vec(-60,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(18,entity():owner():pos()+ vec(-90,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(19,entity():owner():pos()+ vec(30,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(20,entity():owner():pos()+ vec(60,-60,0),vec(1,1,1),entity():owner():angles())
holoCreate(21,entity():owner():pos()+ vec(90,-60,0),vec(1,1,1),entity():owner():angles())

holoCreate(22,entity():owner():pos()+ vec(0,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(23,entity():owner():pos()+ vec(-30,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(24,entity():owner():pos()+ vec(-60,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(25,entity():owner():pos()+ vec(-90,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(26,entity():owner():pos()+ vec(30,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(27,entity():owner():pos()+ vec(60,-90,0),vec(1,1,1),entity():owner():angles())
holoCreate(28,entity():owner():pos()+ vec(90,-90,0),vec(1,1,1),entity():owner():angles())

holoCreate(29,entity():owner():pos()+ vec(0,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(30,entity():owner():pos()+ vec(-30,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(31,entity():owner():pos()+ vec(-60,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(32,entity():owner():pos()+ vec(-90,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(33,entity():owner():pos()+ vec(30,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(34,entity():owner():pos()+ vec(60,30,0),vec(1,1,1),entity():owner():angles())
holoCreate(35,entity():owner():pos()+ vec(90,30,0),vec(1,1,1),entity():owner():angles())

holoCreate(36,entity():owner():pos()+ vec(0,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(37,entity():owner():pos()+ vec(-30,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(38,entity():owner():pos()+ vec(-60,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(39,entity():owner():pos()+ vec(-90,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(40,entity():owner():pos()+ vec(30,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(41,entity():owner():pos()+ vec(60,60,0),vec(1,1,1),entity():owner():angles())
holoCreate(42,entity():owner():pos()+ vec(90,60,0),vec(1,1,1),entity():owner():angles())

holoCreate(43,entity():owner():pos()+ vec(0,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(44,entity():owner():pos()+ vec(-30,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(45,entity():owner():pos()+ vec(-60,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(46,entity():owner():pos()+ vec(-90,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(47,entity():owner():pos()+ vec(30,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(48,entity():owner():pos()+ vec(60,90,0),vec(1,1,1),entity():owner():angles())
holoCreate(49,entity():owner():pos()+ vec(90,90,0),vec(1,1,1),entity():owner():angles())
Model="models/Items/hevsuit.mdl"
C=1
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++

holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
holoCustomModel(C,Model,1) C++
C=1
#1
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#2
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#3
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#4
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#5
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#6
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
#7
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
holoParent(C,entity():owner()) C++
}
