\ Here are all of the objects that are placed in level 1 
Here's how an object is loaded in:

	You don't need to have all of these filled out, but physics does need graphics to work.
	If you want to load in multiple objects at the same time you can use the grid to have them fill out in a grid,
	but you don't need GRID to make an object, but if you use it you need to have physics made first.

	Graphics Initializer:
		x, y, z scaler

	Physics Initializer:
		x, y, z center  Note: y = height above the ground plane.
		x, y, z velocity
		x, y, z, n orientation
		enum physics_type  Current coices: CUBE or PLANE

	AI Initializer:
		B_NOTHING
		B_DUMBCHASE
		B_DUMBCHASEPLAYER
		B_ASTARTEST
		B_WANDER
		B_SEPARATE
		B_WALLPROTECTION
		B_SMA
		B_MAKE_SCREAM_SMA
		B_HEAR_SCREAM_SMA
		
	GAME:
	unsigned max_sanity, unsigned damage_timer
	

	GRID:  The grid is made in reference to the original center, so 0,0,0 was the original point.
		spacing		The amount of spacing between the objects, it is multiplied by the size of the objects, so 1 means there is room for another object between them.
		x, y, z min
		x, y, z max

	// Comments about the object, so you can remember what it is, and what it's for.
\
 
THROWABLE
	GRAPHICS
		MODEL_BOX 
		7.5 7.5 7.5 
		true 
	PHYSICS
		-1748.64 66.6913 1997.91 
		0 0 0 
		0 1 0 0
		PHYS_CUBE
// Object made by the level editor.   


MONUMENT
	GRAPHICS
		MODEL_BOX 
		180 49 188 
		true 
	PHYSICS
		-1737.05 16.0127 1944.86 
		0 0 0 
		1 0 0 180 
		PHYS_MONUMENT
// Base of a monument.   


PLAYER
	GRAPHICS
		MODEL_BOX 
		5 20 5 
		false 
	PHYSICS
		-1597.03 54.9089 2401.34 
		0 0 0 
		0 1 0 0 
		PHYS_PLAYER
	GAME
		100 1
// Object made by the level editor.                                        


THROWABLE
	GRAPHICS
		MODEL_BOX 
		7.5 7.5 7.5 
		true 
	PHYSICS
		-1688.09 65.6082 1993.89 
		0 0 0 
		1 0 1 45 
		PHYS_CUBE
// Object made by the level editor.    


THROWABLE
	GRAPHICS
		MODEL_BOX 
		7.5 7.5 7.5 
		true 
	PHYSICS
		-1719.49 65.5853 1996.99 
		0 0 0 
		0 0 1 45 
		PHYS_CUBE
// Object made by the level editor.    

