text: #ifndef _STD_CLSID_
  #define _STD_CLSID_
  
  #include "clsid.h"
  
  //***** Standart extension classes
  #define CLSID_HUDMANAGER MK_CLSID('H', 'U', 'D', '_', 'M', 'N', 'G', 'R')
  #define CLSID_LEVEL MK_CLSID('C', 'R', 'E', 'A', 'T', 'O', 'R', ' ')
  
  #define CLSID_TEXTURE MK_CLSID('T', 'E', 'X', 'T', 'U', 'R', 'E', ' ')
  #define CLSID_OBJECT MK_CLSID('O', 'B', 'J', 'E', 'C', 'T', ' ', ' ')
  
  // Actor
  #define CLSID_OBJECT_ACTOR MK_CLSID('O', '_', 'A', 'C', 'T', 'O', 'R', ' ')
  #define CLSID_OBJECT_ACTOR_NET MK_CLSID('R', '_', 'A', 'C', 'T', 'O', 'R', ' ')
  #define CLSID_OBJECT_DUMMY MK_CLSID('O', '_', 'D', 'U', 'M', 'M', 'Y', ' ')
  #define CLSID_ENTITY MK_CLSID('E', 'N', 'T', 'I', 'T', 'Y', ' ', ' ')
  #define CLSID_AI_HUMAN MK_CLSID('A', 'I', '_', 'H', 'U', 'M', 'A', 'N')
  
  #define CLSID_OBJECT_DACTOR MK_CLSID('O', '_', 'D', 'E', 'M', 'O', ' ', ' ')
  
  #define CLSID_EVENT MK_CLSID('E', 'V', 'E', 'N', 'T', ' ', ' ', ' ')
  #define CLSID_OBJECT_FLYER MK_CLSID('O', '_', 'F', 'L', 'Y', 'E', 'R', ' ')
  #define CLSID_OBJECT_DOOR MK_CLSID('O', '_', 'D', 'O', 'O', 'R', ' ', ' ')
  #define CLSID_OBJECT_LIFT MK_CLSID('O', '_', 'L', 'I', 'F', 'T', ' ', ' ')
  
  // Weapons
  #define CLSID_OBJECT_W_M134 MK_CLSID('W', '_', 'M', '1', '3', '4', ' ', ' ')
  #define CLSID_OBJECT_W_M134_en MK_CLSID('W', '_', 'M', '1', '3', '4', 'e', 'n')
  #define CLSID_OBJECT_W_GROZA MK_CLSID('W', '_', 'G', 'R', 'O', 'Z', 'A', ' ')
  #define CLSID_OBJECT_W_PROTECTA MK_CLSID('W', '_', 'P', 'R', 'O', 'T', ' ', ' ')
  #define CLSID_OBJECT_W_RAIL MK_CLSID('W', '_', 'R', 'A', 'I', 'L', ' ', ' ')
  #define CLSID_OBJECT_W_ROCKET MK_CLSID('W', '_', 'R', 'O', 'C', 'K', 'E', 'T')
  
  // Weapons Ammo
  #define CLSID_OBJECT_A_M134 MK_CLSID('A', '_', 'M', '1', '3', '4', ' ', ' ')
  #define CLSID_OBJECT_A_GROZA MK_CLSID('A', '_', 'G', 'R', 'O', 'Z', 'A', ' ')
  #define CLSID_OBJECT_A_PROTECTA MK_CLSID('A', '_', 'P', 'R', 'O', 'T', ' ', ' ')
  #define CLSID_OBJECT_A_RAIL MK_CLSID('A', '_', 'R', 'A', 'I', 'L', ' ', ' ')
  #define CLSID_OBJECT_A_ROCKET MK_CLSID('A', '_', 'R', 'O', 'C', 'K', 'E', 'T')
  
  // Modifiers
  #define CLSID_OBJECT_M_QDAMAGE MK_CLSID('O', '_', 'Q', 'D', 'M', 'G', ' ', ' ')
  #define CLSID_OBJECT_M_IMMORTAL MK_CLSID('O', '_', 'I', 'M', 'M', 'O', 'R', 'T')
  #define CLSID_OBJECT_M_INVIS MK_CLSID('O', '_', 'I', 'N', 'V', 'I', 'S', ' ')
  
  #define CLSID_OBJECT_HEALTH MK_CLSID('O', '_', 'H', 'E', 'A', 'L', 'T', 'H')
  #define CLSID_OBJECT_ARMOR MK_CLSID('O', '_', 'A', 'R', 'M', 'O', 'R', ' ')
  
  // Standart level object
  #define CLSID_OBJECT_ITEM_STD MK_CLSID('O', '_', 'I', 'T', 'E', 'M', ' ', ' ')
  
  #endif
  