-- Integration block for PROJECT RV Interior
--------------------------------------------------------------------------------------------------------------------------------------------

-- Function to remove a vehicle from all type lists
local function removeFromAllLists(vehicleName)
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then return end
    local VehicleTypes = RV.VehicleTypes
    
    for _, data in pairs(VehicleTypes) do
        if data and data.scripts then
            for i = #data.scripts, 1, -1 do
                if data.scripts[i] == vehicleName then
                    table.remove(data.scripts, i)
                end
            end
        end
    end
end

--------------------------------------------------------------------------------------------------------------------------------------------

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerKI5cargoLarge"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 25860, z = 0 },
        { x = 26160, y = 25920, z = 0 },
        { x = 26160, y = 25980, z = 0 },
        { x = 26160, y = 26040, z = 0 }, 
        { x = 27060, y = 26760, z = 0 },
        { x = 27060, y = 26820, z = 0 },
        { x = 27060, y = 26880, z = 0 },
        { x = 27060, y = 26940, z = 0 },
        { x = 26760, y = 27060, z = 0 },
        { x = 26760, y = 27120, z = 0 },
        { x = 26760, y = 27180, z = 0 },
        { x = 26760, y = 27240, z = 0 },
        { x = 26820, y = 27060, z = 0 },
        { x = 26820, y = 27120, z = 0 },
        { x = 26820, y = 27180, z = 0 },
        { x = 26820, y = 27240, z = 0 }        
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior2()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerKI5cargoMedium"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26220, y = 25860, z = 0 },
        { x = 26220, y = 25920, z = 0 },
        { x = 26220, y = 25980, z = 0 },
        { x = 26220, y = 26040, z = 0 },
        { x = 27120, y = 26760, z = 0 },
        { x = 27120, y = 26820, z = 0 }, 
        { x = 27120, y = 26880, z = 0 },
        { x = 27120, y = 26940, z = 0 },
        { x = 26880, y = 27060, z = 0 },
        { x = 26880, y = 27120, z = 0 },
        { x = 26880, y = 27180, z = 0 },
        { x = 26880, y = 27240, z = 0 },
        { x = 26940, y = 27060, z = 0 },
        { x = 26940, y = 27120, z = 0 },
        { x = 26940, y = 27180, z = 0 },
        { x = 26940, y = 27240, z = 0 }        
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior3()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerKI5cargoSmall"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer3"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26280, y = 25860, z = 0 },
        { x = 26280, y = 25920, z = 0 },
        { x = 26280, y = 25980, z = 0 },
        { x = 26280, y = 26040, z = 0 },
        { x = 27180, y = 26760, z = 0 },
        { x = 27180, y = 26820, z = 0 },
        { x = 27180, y = 26880, z = 0 },
        { x = 27180, y = 26940, z = 0 },
        { x = 27060, y = 27060, z = 0 },
        { x = 27060, y = 27120, z = 0 },
        { x = 27060, y = 27180, z = 0 },
        { x = 27060, y = 27240, z = 0 },
        { x = 27120, y = 27060, z = 0 },
        { x = 27120, y = 27120, z = 0 },
        { x = 27120, y = 27180, z = 0 },
        { x = 27120, y = 27240, z = 0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 2 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior4()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerKI5livestock"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer4"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26340, y = 25860, z = 0 },
        { x = 26340, y = 25920, z = 0 },
        { x = 26340, y = 25980, z = 0 },
        { x = 26340, y = 26040, z = 0 },
        { x = 27240, y = 26760, z = 0 },
        { x = 27240, y = 26820, z = 0 },
        { x = 27240, y = 26880, z = 0 }, 
        { x = 27240, y = 26940, z = 0 },
        { x = 27180, y = 27060, z = 0 },
        { x = 27180, y = 27120, z = 0 },
        { x = 27180, y = 27180, z = 0 },
        { x = 27180, y = 27240, z = 0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior5()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerHome",
        "Base.TrailerHomeExplorer"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer5"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 25860, z = 30 },
        { x = 26160, y = 25920, z = 30 },
        { x = 26160, y = 25980, z = 30 },
        { x = 26160, y = 26040, z = 30 },
        { x = 26160, y = 27360, z =  0 },
        { x = 26160, y = 27420, z =  0 },
        { x = 26160, y = 27480, z =  0 },
        { x = 26160, y = 27540, z =  0 },
        { x = 26220, y = 27360, z =  0 },
        { x = 26220, y = 27420, z =  0 },
        { x = 26220, y = 27480, z =  0 },
        { x = 26220, y = 27540, z =  0 },
        { x = 26280, y = 27360, z =  0 },
        { x = 26280, y = 27420, z =  0 },
        { x = 26280, y = 27480, z =  0 },
        { x = 26280, y = 27540, z =  0 },
        { x = 26340, y = 27360, z =  0 },
        { x = 26340, y = 27420, z =  0 },
        { x = 26340, y = 27480, z =  0 },
        { x = 26340, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior6()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerHomeHartman" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Trailer6"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26220, y = 25860, z = 30 },
        { x = 26220, y = 25920, z = 30 },
        { x = 26220, y = 25980, z = 30 },
        { x = 26220, y = 26040, z = 30 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior7()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.SemiTrailerVan" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["semitrailer"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26280, y = 25860, z = 30 },
        { x = 26280, y = 25920, z = 30 },
        { x = 26280, y = 25980, z = 30 },
        { x = 26280, y = 26040, z = 30 },
        { x = 27060, y = 26460, z =  0 },
        { x = 27060, y = 26520, z =  0 }, 
        { x = 27060, y = 26580, z =  0 }, 
        { x = 27060, y = 26640, z =  0 },
        { x = 26460, y = 27360, z =  0 },
        { x = 26460, y = 27420, z =  0 },
        { x = 26460, y = 27480, z =  0 },
        { x = 26460, y = 27540, z =  0 },
        { x = 26520, y = 27360, z =  0 },
        { x = 26520, y = 27420, z =  0 },
        { x = 26520, y = 27480, z =  0 },
        { x = 26520, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 12 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior8()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.SemiTrailerVanCattle" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["semitrailer2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26340, y = 25860, z = 30 },
        { x = 26340, y = 25920, z = 30 },
        { x = 26340, y = 25980, z = 30 },
        { x = 26340, y = 26040, z = 30 },
        { x = 27120, y = 26460, z =  0 },
        { x = 27120, y = 26520, z =  0 },
        { x = 27120, y = 26580, z =  0 },
        { x = 27120, y = 26640, z =  0 },
        { x = 26580, y = 27360, z =  0 },
        { x = 26580, y = 27420, z =  0 },
        { x = 26580, y = 27480, z =  0 },
        { x = 26580, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 12 -- The height in squares of the interior
    }
end


-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior9()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.1979rastrojeroFlete" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van1"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26460, y = 25860, z = 0 },
        { x = 26460, y = 25920, z = 0 },
        { x = 26460, y = 25980, z = 0 },
        { x = 26460, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior10()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.1979rastrojeroCarni" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26520, y = 25860, z = 0 },
        { x = 26520, y = 25920, z = 0 },
        { x = 26520, y = 25980, z = 0 },
        { x = 26520, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior11()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanATeam" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van3"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26580, y = 25860, z = 0 },
        { x = 26580, y = 25920, z = 0 },
        { x = 26580, y = 25980, z = 0 },
        { x = 26580, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior12()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Van_Azumanga" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van4"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26640, y = 25860, z = 0 },
        { x = 26640, y = 25920, z = 0 },
        { x = 26640, y = 25980, z = 0 },
        { x = 26640, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior13()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.1992fiatFiorino",
        "Base.1992fiatFiorinoArcor",
        "Base.1992fiatFiorinoPan" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van5"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26460, y = 25860, z = 30 },
        { x = 26460, y = 25920, z = 30 },
        { x = 26460, y = 25980, z = 30 },
        { x = 26460, y = 26040, z = 30 }, 
        { x = 26880, y = 26760, z =  0 },
        { x = 26880, y = 26820, z =  0 },
        { x = 26880, y = 26880, z =  0 },
        { x = 26880, y = 26940, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior14()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVanIceCreamFreeze" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van6"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26520, y = 25860, z = 30 },
        { x = 26520, y = 25920, z = 30 },
        { x = 26520, y = 25980, z = 30 },
        { x = 26520, y = 26040, z = 30 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior15()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanJester" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van7"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26580, y = 25860, z = 30 },
        { x = 26580, y = 25920, z = 30 },
        { x = 26580, y = 25980, z = 30 },
        { x = 26580, y = 26040, z = 30 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior16()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.1990renaultTrafic",
        "Base.1990renaultTraficAmarillo",  
        "Base.1990renaultTraficCamper", 
        "Base.1990renaultTraficLechero",
        "Base.1990renaultTraficNegro",
        "Base.1990renaultTraficRojo",
        "Base.1990renaultTraficVerde"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van8"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26640, y = 25860, z = 30 },
        { x = 26640, y = 25920, z = 30 },
        { x = 26640, y = 25980, z = 30 },
        { x = 26640, y = 26040, z = 30 },
        { x = 26820, y = 26760, z =  0 },
        { x = 26820, y = 26820, z =  0 },
        { x = 26820, y = 26880, z =  0 },
        { x = 26820, y = 26940, z =  0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior17()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.uaz2206",
        "Base.uaz2208"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van9"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26760, y = 25860, z = 0 },
        { x = 26760, y = 25920, z = 0 },
        { x = 26760, y = 25980, z = 0 },
        { x = 26760, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior18()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanLBK" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van10"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26820, y = 25860, z = 0 },
        { x = 26820, y = 25920, z = 0 },
        { x = 26820, y = 25980, z = 0 },
        { x = 26820, y = 26040, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior19()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.SemiTruckBox" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["semibox"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26880, y = 25860, z = 0 },
        { x = 26880, y = 25920, z = 0 },
        { x = 26880, y = 25980, z = 0 },
        { x = 26880, y = 26040, z = 0 },
        { x = 26760, y = 26160, z = 0 },
        { x = 26760, y = 26220, z = 0 },
        { x = 26760, y = 26280, z = 0 },
        { x = 26760, y = 26340, z = 0 },
        { x = 27060, y = 27360, z = 0 },
        { x = 27060, y = 27420, z = 0 },
        { x = 27060, y = 27480, z = 0 },
        { x = 27060, y = 27540, z = 0 },
        { x = 27120, y = 27360, z = 0 },
        { x = 27120, y = 27420, z = 0 },
        { x = 27120, y = 27480, z = 0 },
        { x = 27120, y = 27540, z = 0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 8 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior20()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.USPSTruck" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["USPS"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26940, y = 25860, z = 0 },
        { x = 26940, y = 25920, z = 0 },
        { x = 26940, y = 25980, z = 0 },
        { x = 26940, y = 26040, z = 0 },
        { x = 27180, y = 27360, z = 0 },
        { x = 27180, y = 27420, z = 0 },
        { x = 27180, y = 27480, z = 0 },
        { x = 27180, y = 27540, z = 0 }       
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior21()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.SpecialdivisionsTruckFlg",
        "Base.SpecialdivisionsTruckFlg2" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["FBI"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 26160, z = 0 },
        { x = 26160, y = 26220, z = 0 },
        { x = 26160, y = 26280, z = 0 },
        { x = 26160, y = 26340, z = 0 } 
        },

        offset = { x = -2, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 7 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior22()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.stepvanchevybOMBSQUAD",
        "Base.stepvanchevyFBIBOMBSQUAD" 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["FBIbomb"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26220, y = 26160, z = 0 },
        { x = 26220, y = 26220, z = 0 },
        { x = 26220, y = 26280, z = 0 },
        { x = 26220, y = 26340, z = 0 } 
        },

        offset = { x = -2, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior23()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.f700boxbombsquadLG"   
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["FBIf700bomb"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26280, y = 26160, z = 0 },
        { x = 26280, y = 26220, z = 0 },
        { x = 26280, y = 26280, z = 0 },
        { x = 26280, y = 26340, z = 0 } 
        },

        offset = { x = -2, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 8 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior24()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.86econolinervFBIMHQLG"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["FBIhq2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26340, y = 26160, z = 0 },
        { x = 26340, y = 26220, z = 0 },
        { x = 26340, y = 26280, z = 0 },
        { x = 26340, y = 26340, z = 0 } 
        },

        offset = { x = -1, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior25()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.86bounderHAzardmaterials"       
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["FBIhazard2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 26160, z = 30 },
        { x = 26160, y = 26220, z = 30 },
        { x = 26160, y = 26280, z = 30 },
        { x = 26160, y = 26340, z = 30 } 
        },

        offset = { x =  0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 8 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior26()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerTSMega"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["tstrailer"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26760, y = 25860, z = 30 },
        { x = 26760, y = 25920, z = 30 },
        { x = 26760, y = 25980, z = 30 },
        { x = 26760, y = 26040, z = 30 },
        { x = 27060, y = 26160, z =  0 }, 
        { x = 27060, y = 26220, z =  0 },
        { x = 27060, y = 26280, z =  0 },
        { x = 27060, y = 26340, z =  0 },
        { x = 26760, y = 26360, z =  0 },
        { x = 26760, y = 26420, z =  0 },
        { x = 26760, y = 26480, z =  0 },
        { x = 26760, y = 26540, z =  0 },
        { x = 26820, y = 27360, z =  0 },
        { x = 26820, y = 27420, z =  0 },
        { x = 26820, y = 27480, z =  0 },
        { x = 26820, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 12 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior27()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.TrailerTSMegaAnimal"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["tstraileranimal"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26820, y = 25860, z = 30 },
        { x = 26820, y = 25920, z = 30 },
        { x = 26820, y = 25980, z = 30 },
        { x = 26820, y = 26040, z = 30 },
        { x = 27120, y = 26160, z =  0 },
        { x = 27120, y = 26220, z =  0 },
        { x = 27120, y = 26280, z =  0 },
        { x = 27120, y = 26340, z =  0 },
        { x = 26880, y = 27360, z =  0 },
        { x = 26880, y = 27420, z =  0 },
        { x = 26880, y = 27480, z =  0 },
        { x = 26880, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior28()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.UnimogTrailer"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["unimogtrailerr"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26880, y = 25860, z = 30 },
        { x = 26880, y = 25920, z = 30 },
        { x = 26880, y = 25980, z = 30 },
        { x = 26880, y = 26040, z = 30 },
        { x = 27360, y = 27360, z =  0 },
        { x = 27360, y = 27420, z =  0 },
        { x = 27360, y = 27480, z =  0 },
        { x = 27360, y = 27540, z =  0 }
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior29()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.ATA_VanDeRumba"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["atavanderumba"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26940, y = 25860, z = 30 },
        { x = 26940, y = 25920, z = 30 },
        { x = 26940, y = 25980, z = 30 },
        { x = 26940, y = 26040, z = 30 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior30()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.BasicVan"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["van"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26460, y = 26460, z = 0 },
        { x = 26460, y = 26520, z = 0 },
        { x = 26460, y = 26580, z = 0 },
        { x = 26460, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior31()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "63Type2Van"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5van"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 26760, z = 0 },
        { x = 26160, y = 26820, z = 0 },
        { x = 26160, y = 26880, z = 0 },
        { x = 26160, y = 26940, z = 0 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 2 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior32()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.87fordB700school"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5bus"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26220, y = 26760, z = 0 },
        { x = 26220, y = 26820, z = 0 },
        { x = 26220, y = 26880, z = 0 },
        { x = 26220, y = 26940, z = 0 },
        { x = 27660, y = 27360, z = 0 },
        { x = 27660, y = 27420, z = 0 },
        { x = 27660, y = 27480, z = 0 },
        { x = 27660, y = 27540, z = 0 },
        { x = 26280, y = 27660, z = 0 },
        { x = 26280, y = 27720, z = 0 },
        { x = 26280, y = 27780, z = 0 },
        { x = 26280, y = 27840, z = 0 }
        },

        offset = { x = 0, y = 10 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 11 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior33()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.87fordF700box"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5truck"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26280, y = 26760, z = 0 },
        { x = 26280, y = 26820, z = 0 },
        { x = 26280, y = 26880, z = 0 },
        { x = 26280, y = 26940, z = 0 },
        { x = 26940, y = 26160, z = 0 },
        { x = 26940, y = 26220, z = 0 },
        { x = 26940, y = 26280, z = 0 },
        { x = 26940, y = 26340, z = 0 },
        { x = 27180, y = 26460, z = 0 },
        { x = 27180, y = 26520, z = 0 },
        { x = 27420, y = 27360, z = 0 },
        { x = 27420, y = 27420, z = 0 }, 
        { x = 27420, y = 27480, z = 0 },
        { x = 27420, y = 27540, z = 0 },
        { x = 26160, y = 27660, z = 0 },
        { x = 26160, y = 27720, z = 0 },
        { x = 26160, y = 27780, z = 0 },
        { x = 26160, y = 27840, z = 0 },
        { x = 26220, y = 27660, z = 0 },
        { x = 26220, y = 27720, z = 0 },
        { x = 26220, y = 27780, z = 0 },
        { x = 26220, y = 27840, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 8 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior34()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.87fordF700swat"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5swat"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26760, y = 26460, z = 30 },
        { x = 26760, y = 26520, z = 30 },
        { x = 26760, y = 26580, z = 30 },
        { x = 26760, y = 26640, z = 30 }
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior35()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.85chevyStepVan",
        "Base.85chevyStepVanBlacksmith",
        "Base.85chevyStepVanButchers",
        "Base.85chevyStepVan",
        "Base.85chevyStepVanLibrary",
        "Base.85chevyStepVanPropane",
        "Base.85chevyStepVanFlorist",
        "Base.85chevyStepVanMasonry",
        "Base.85chevyStepVanBlacksmith",
        "Base.85chevyStepVanSeHospitality",
        "Base.85chevyStepVanDelirosPlonkies",
        "Base.85chevyStepVanTheCompleteRepair",
        "Base.85chevyStepVanSePaintingServices",
        "Base.85chevyStepVanLvAirportCatering",
        "Base.85chevyStepVanPostal",
        "Base.85chevyStepVanUsLogistics",
        "Base.85chevyStepVanMarineBites",
        "Base.85chevyStepVanRandys",
        "Base.85chevyStepVanLvMotorshop",
        "Base.85chevyStepVanGenuine",
        "Base.85chevyStepVanHerald",
        "Base.85chevyStepVanScarletOak",
        "Base.85chevyStepVanJorgensen",
        "Base.85chevyStepVanSmartCut",
        "Base.85chevyStepVanTimelessGlass",
        "Base.85chevyStepVanZippeeMarket",
        "Base.85chevyStepVanCitrusWave",
        "Base.85chevyStepVanMrHuangsLaundry",
        "Base.85chevyStepVanSunBallz"     
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5stepvan"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26340, y = 26760, z = 0 },
        { x = 26340, y = 26820, z = 0 },
        { x = 26340, y = 26880, z = 0 },
        { x = 26340, y = 26940, z = 0 },
        { x = 26760, y = 26760, z = 0 },
        { x = 26760, y = 26820, z = 0 },
        { x = 26760, y = 26880, z = 0 },
        { x = 26760, y = 26940, z = 0 },
        { x = 26580, y = 26460, z = 0 },  
        { x = 26580, y = 26520, z = 0 },
        { x = 26580, y = 26580, z = 0 },
        { x = 26580, y = 26640, z = 0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior36()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.90fordF350ambulance"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki590fordambu"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 26760, z = 30 },
        { x = 26160, y = 26820, z = 30 },
        { x = 26160, y = 26880, z = 30 },
        { x = 26160, y = 26940, z = 30 },
        { x = 26940, y = 26460, z =  0 },
        { x = 26940, y = 26520, z =  0 },
        { x = 26940, y = 26580, z =  0 },
        { x = 26940, y = 26640, z =  0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior37()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.86fordE150",
        "Base.86fordE150pd",
        "Base.86fordE150LVairportShuttle",
        "Base.86fordE150McCoyWoodworking",
        "Base.86fordE150beckmansBuilding",
        "Base.86fordE150dnd",
        "Base.86fordE150slide",    
        "Base.86fordE150long",
        "Base.86fordE150mm",
        "Base.86fordE150pd",
        "Base.86fordE150ksp",
        "Base.86fordE150so",
        "Base.86fordE150mccoy",
        "Base.86fordE150LVairportShuttle",
        "Base.86fordE150LBMWradio",
        "Base.86fordE150leatherwork",
        "Base.86fordE150brewster",
        "Base.86fordE150deerValley",
        "Base.86fordE150fossoil",
        "Base.86fordE150locksmith",
        "Base.86fordE150knobCreek",
        "Base.86fordE150knoxDistilery",
        "Base.86fordE150korshunovs",
        "Base.86fordE150lvLandscaping",
        "Base.86fordE150metalheads",
        "Base.86fordE150michelesWoodshop",
        "Base.86fordE150mobileMechanics",
        "Base.86fordE150oldMillWaterCompany",
        "Base.86fordE150blacksmith",
        "Base.86fordE150pluggedInElectrics",
        "Base.86fordE150tasteTheBrew",
        "Base.86fordE150voltMojo",
        "Base.86fordE150wpCarpentry",
        "Base.86fordE150beckmansBuilding",
        "Base.86fordE150brushAndClay",
        "Base.86fordE150bugWipers",
        "Base.86fordE150ccconstruction",
        "Base.86fordE150greenes",
        "Base.86fordE150jones",
        "Base.86fordE150kerrHomes",
        "Base.86fordE150knoxTelecom",
        "Base.86fordE150kyTransit",
        "Base.86fordE150lectromax",
        "Base.86fordE150massGenfac",
        "Base.86fordE150McCoyWoodworking",
        "Base.86fordE150meltingPointMetal",
        "Base.86fordE150mooresMechanics",
        "Base.86fordE150oVoFarms",
        "Base.86fordE150pennSham",
        "Base.86fordE150perfick",
        "Base.86fordE150plattAutoRepair",
        "Base.86fordE150theGardenGods",
        "Base.86fordE150treyBaines",
        "Base.86fordE150uncloggers",
        "Base.86fordE150zenith",
        "Base.86fordE150heritageTailors",
        "Base.86fordE150creatureCruiser",
        "Base.86fordE150theLadyDelighter",
        "Base.86fordE150quantumVessel",
        "Base.86fordE150valkyriesSpear",
        "Base.86fordE150mesmerWagon",
        "Base.86fordE150stoneworksMasonry",
        "Base.86fordE150rosewoodWorking",
        "Base.86fordE150longW"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki586ford"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26220, y = 26760, z = 30 },
        { x = 26220, y = 26820, z = 30 },
        { x = 26220, y = 26880, z = 30 },
        { x = 26220, y = 26940, z = 30 }, 
        { x = 26460, y = 26760, z =  0 }, 
        { x = 26460, y = 26820, z =  0 }, 
        { x = 26460, y = 26880, z =  0 }, 
        { x = 26460, y = 26940, z =  0 },   
        { x = 26520, y = 26760, z =  0 }, 
        { x = 26520, y = 26820, z =  0 },
        { x = 26520, y = 26880, z =  0 },
        { x = 26520, y = 26940, z =  0 },
        { x = 26580, y = 26760, z =  0 },
        { x = 26580, y = 26820, z =  0 },
        { x = 26580, y = 26880, z =  0 },
        { x = 26580, y = 26940, z =  0 },
        { x = 26460, y = 27060, z =  0 },
        { x = 26460, y = 27120, z =  0 },
        { x = 26460, y = 27180, z =  0 },
        { x = 26460, y = 27240, z =  0 },
        { x = 26520, y = 27060, z =  0 },
        { x = 26520, y = 27120, z =  0 },
        { x = 26520, y = 27180, z =  0 },
        { x = 26520, y = 27240, z =  0 }    
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior38()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.93fordElgin",
        "Base.93fordElginSpec"    
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5cf800"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26280, y = 26760, z = 30 },
        { x = 26280, y = 26820, z = 30 },
        { x = 26280, y = 26880, z = 30 },
        { x = 26280, y = 26940, z = 30 } 
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior39()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.isoContainer2",
        "Base.isoContainer4",
        "Base.isoContainer5"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5container"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26340, y = 26760, z = 30 },
        { x = 26340, y = 26820, z = 30 },
        { x = 26340, y = 26880, z = 30 },
        { x = 26340, y = 26940, z = 30 }, 
        { x = 26940, y = 26760, z =  0 },
        { x = 26940, y = 26820, z =  0 },
        { x = 26940, y = 26880, z =  0 },
        { x = 26940, y = 26940, z =  0 }
        },

        offset = { x = 0, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 7 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior40()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanMysteryMachine"               
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["scooby"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26520, y = 26460, z = 0 },
        { x = 26520, y = 26520, z = 0 },
        { x = 26520, y = 26580, z = 0 },
        { x = 26520, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior41()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.ATAApocalypseBus"               
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["tsarbus"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26760, y = 26460, z = 0 },
        { x = 26760, y = 26520, z = 0 },
        { x = 26760, y = 26580, z = 0 },
        { x = 26760, y = 26640, z = 0 },
        { x = 26160, y = 27060, z = 0 },
        { x = 26160, y = 27120, z = 0 }, 
        { x = 26160, y = 27180, z = 0 },
        { x = 26160, y = 27240, z = 0 }
        },

        offset = { x = 0, y = 8 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 9 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior42()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.ATASchoolBus"               
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["tsarbus2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26820, y = 26460, z = 0 },
        { x = 26820, y = 26520, z = 0 },
        { x = 26820, y = 26580, z = 0 },
        { x = 26820, y = 26640, z = 0 },
        { x = 26220, y = 27060, z = 0 },
        { x = 26220, y = 27120, z = 0 },
        { x = 26220, y = 27180, z = 0 },
        { x = 26220, y = 27240, z = 0 }
        },

        offset = { x = 0, y = 8 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 9 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior43()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.aMOOzonVan"               
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["amazomvan"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26880, y = 26460, z = 0 },
        { x = 26880, y = 26520, z = 0 },
        { x = 26880, y = 26580, z = 0 },
        { x = 26880, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior44()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan",
        "Base.StepVanAirportCatering",
        "Base.StepVan_Blacksmith",
        "Base.StepVan_Butchers",
        "Base.StepVan_Cereal",
        "Base.StepVan_Citr8",
        "Base.StepVan_CompleteRepairShop",
        "Base.StepVan_Florist",
        "Base.StepVan_Genuine_Beer",
        "Base.StepVan_Glass",
        "Base.StepVan_Heralds",
        "Base.StepVan_HuangsLaundry",
        "Base.StepVan_Jorgensen",
        "Base.StepVan_LouisvilleMotorShop",
        "Base.StepVan_Masonry",
        "Base.StepVan_MarineBites",
        "Base.StepVan_Mechanic",
        "Base.StepVan_MobileLibrary",
        "Base.StepVan_Propane",
        "Base.StepVan_RandisPlants",
        "Base.StepVan_Scarlet",
        "Base.StepVan_SouthEasternHosp",
        "Base.StepVan_SouthEasternPaint",
        "Base.StepVan_USL",
        "Base.StepVan_Zippee",
        "Base.StepVan_Scarlet"
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepvan"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27360, y = 26160, z = 0 },
        { x = 27360, y = 26220, z = 0 },
        { x = 27360, y = 26280, z = 0 },
        { x = 27360, y = 26340, z = 0 },
        { x = 27420, y = 26160, z = 0 },
        { x = 27420, y = 26220, z = 0 },
        { x = 27420, y = 26280, z = 0 },
        { x = 27420, y = 26340, z = 0 },
        { x = 27480, y = 26160, z = 0 },
        { x = 27480, y = 26220, z = 0 },
        { x = 27480, y = 26280, z = 0 },
        { x = 27480, y = 26340, z = 0 },
        { x = 27540, y = 26160, z = 0 },
        { x = 27540, y = 26220, z = 0 },
        { x = 27960, y = 26760, z = 0 },
        { x = 27960, y = 26820, z = 0 },
        { x = 27960, y = 26880, z = 0 },
        { x = 27960, y = 26940, z = 0 },
        { x = 28020, y = 26760, z = 0 },
        { x = 28020, y = 26820, z = 0 },
        { x = 28020, y = 26880, z = 0 },
        { x = 28020, y = 26940, z = 0 }
        },

        offset = { x = 0, y = 0 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior45()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVanMail"      
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepvanmail"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27360, y = 26460, z = 0 },
        { x = 27360, y = 26520, z = 0 },
        { x = 27360, y = 26580, z = 0 },
        { x = 27360, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior46()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan_LouisvilleSWAT"      
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepswat"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27420, y = 26460, z = 0 },
        { x = 27420, y = 26520, z = 0 },
        { x = 27420, y = 26580, z = 0 },
        { x = 27420, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior47()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan_Plonkies"      
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepplonkies"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27480, y = 26460, z = 0 },
        { x = 27480, y = 26520, z = 0 },
        { x = 27480, y = 26580, z = 0 },
        { x = 27480, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior48()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan_Scarlet"      
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepscarlet"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27540, y = 26460, z = 0 },
        { x = 27540, y = 26520, z = 0 },
        { x = 27540, y = 26580, z = 0 },
        { x = 27540, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior49()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan_SmartKut"      
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillastepvansmartkut"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27360, y = 26460, z = 0 },
        { x = 27360, y = 26520, z = 0 },
        { x = 27360, y = 26580, z = 0 },
        { x = 27360, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior50()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.StepVan_MobileLibrary"   
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanillamobilelibrasry"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27420, y = 26460, z = 0 },
        { x = 27420, y = 26520, z = 0 },
        { x = 27420, y = 26580, z = 0 },
        { x = 27420, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior51()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Van",
        "Base.VanBeckmans",
        "Base.VanBrewsterHarbin",
        "Base.VanBuilder",
        "Base.VanCoastToCoast",
        "Base.VanDeerValley",
        "Base.VanFossoil",
        "Base.VanGardenGods",
        "Base.VanGreenes",
        "Base.VanJohnMcCoy",
        "Base.VanJonesFabrication",
        "Base.VanKerrHomes",
        "Base.VanKnobCreekGas",
        "Base.VanKnoxCom",
        "Base.VanKorshunovs",
        "Base.VanLouisvilleLandscaping",
        "Base.VanMccoy",
        "Base.VanMeltingPointMetal",
        "Base.VanMetalheads",
        "Base.VanMetalworker",
        "Base.VanMicheles",
        "Base.VanMobileMechanics",
        "Base.VanMooreMechanics",
        "Base.VanOldMill",
        "Base.VanOvoFarm",
        "Base.VanPennSHam",
        "Base.VanPlattAuto",
        "Base.VanPluggedInElectrics",
        "Base.VanRiversideFabrication",
        "Base.VanRosewoodworking",
        "Base.VanSchwabSheetMetal",
        "Base.VanSeats",
        "Base.VanSeatsAirportShuttle",
        "Base.VanSeats_Creature",
        "Base.VanSeats_LadyDelighter",
        "Base.VanSeats_Mural",
        "Base.VanSeats_Prison",
        "Base.VanSeats_Space",
        "Base.VanSeats_Trippy",
        "Base.VanSeats_Valkyrie",
        "Base.VanSpiffo",
        "Base.VanTreyBaines",
        "Base.VanUncloggers",
        "Base.VanUtility",
        "Base.VanWPCarpentry",
        "Base.Van_Blacksmith",
        "Base.Van_BugWipers",
        "Base.Van_Charlemange_Beer",
        "Base.Van_CraftSupplies",
        "Base.Van_Glass",
        "Base.Van_HeritageTailors",
        "Base.Van_Leather",
        "Base.Van_LectroMax",
        "Base.Van_Masonry",
        "Base.Van_MassGenFac",
        "Base.Van_Transit",
        "Base.Van_VoltMojo"                          
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["vanillavan"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27660, y = 26760, z = 0 },
        { x = 27660, y = 26820, z = 0 },
        { x = 27660, y = 26880, z = 0 },
        { x = 27660, y = 26940, z = 0 },
        { x = 27720, y = 26760, z = 0 },
        { x = 27720, y = 26820, z = 0 },
        { x = 27720, y = 26880, z = 0 },
        { x = 27720, y = 26940, z = 0 },
        { x = 27780, y = 26760, z = 0 },
        { x = 27780, y = 26820, z = 0 },
        { x = 27780, y = 26880, z = 0 },
        { x = 27780, y = 26940, z = 0 },
        { x = 27840, y = 26760, z = 0 },
        { x = 27840, y = 26820, z = 0 },
        { x = 27840, y = 26880, z = 0 },
        { x = 27840, y = 26940, z = 0 },
        { x = 27660, y = 27060, z = 0 },
        { x = 27660, y = 27120, z = 0 },
        { x = 27660, y = 27180, z = 0 },
        { x = 27660, y = 27240, z = 0 },
        { x = 27720, y = 27060, z = 0 },
        { x = 27720, y = 27120, z = 0 },
        { x = 27720, y = 27180, z = 0 },
        { x = 27720, y = 27240, z = 0 },
        { x = 27780, y = 27060, z = 0 },
        { x = 27780, y = 27120, z = 0 },
        { x = 27780, y = 27180, z = 0 },
        { x = 27780, y = 27240, z = 0 }        
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior52()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanAmbulance"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanambulance"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 26460, z = 0 },
        { x = 28260, y = 26520, z = 0 },
        { x = 28260, y = 26580, z = 0 },
        { x = 28260, y = 26640, z = 0 },
        { x = 28320, y = 26460, z = 0 }, 
        { x = 28320, y = 26520, z = 0 },
        { x = 28320, y = 26580, z = 0 },
        { x = 28320, y = 26640, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior53()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanMail"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["VanMAIL3"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28440, y = 26460, z = 0 },
        { x = 28440, y = 26520, z = 0 },
        { x = 28440, y = 26580, z = 0 },
        { x = 28440, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior54()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanRadio", 
        "Base.VanRadio_3N"           
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["VanRADIO"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 26460, z = 30 },
        { x = 28260, y = 26520, z = 30 },
        { x = 28260, y = 26580, z = 30 },
        { x = 28260, y = 26640, z = 30 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior55()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.VanSpiffo"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["VanaSPIFFO2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28380, y = 26460, z = 30 },
        { x = 28380, y = 26520, z = 30 },
        { x = 28380, y = 26580, z = 30 },
        { x = 28380, y = 26640, z = 30 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior56()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Van_Charlemange_Beer",
        "Base.Van_KnoxDisti"          
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanbeerrr"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28380, y = 26460, z = 0 },
        { x = 28380, y = 26520, z = 0 },
        { x = 28380, y = 26580, z = 0 },
        { x = 28380, y = 26640, z = 0 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior57()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Van_Perfick_Potato"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["Vanampotato"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28320, y = 26460, z = 30 },
        { x = 28320, y = 26520, z = 30 },
        { x = 28320, y = 26580, z = 30 },
        { x = 28320, y = 26640, z = 30 } 
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior58()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.73Winnebago"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["73winne"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 26760, z = 0 },
        { x = 28260, y = 26820, z = 0 },
        { x = 28260, y = 26880, z = 0 },
        { x = 28260, y = 26940, z = 0 },
        { x = 28320, y = 26760, z = 0 },
        { x = 28320, y = 26820, z = 0 }
        },

        offset = { x = 0, y = 5 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 6 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior59()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.89defender110",
        "Base.89defender90",
        "Base.89defender90utility",
        "Base.89defender110utility"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["89defender"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26160, y = 26460, z = 0 },
        { x = 26160, y = 26520, z = 0 },
        { x = 26160, y = 26580, z = 0 },
        { x = 26160, y = 26640, z = 0 },
        { x = 26220, y = 26460, z = 0 },
        { x = 26220, y = 26520, z = 0 },
        { x = 26220, y = 26580, z = 0 },
        { x = 26220, y = 26640, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 2 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior60()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhq92EconolineAmbulance", 
        "Base.fhq92EconolineAmbulanceLightbar"           
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["motoriusambulance"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27660, y = 26460, z = 0 },
        { x = 27660, y = 26520, z = 0 },
        { x = 27660, y = 26580, z = 0 },
        { x = 27660, y = 26640, z = 0 },
        { x = 27720, y = 26460, z = 0 }, 
        { x = 27720, y = 26520, z = 0 },
        { x = 27720, y = 26580, z = 0 }, 
        { x = 27720, y = 26640, z = 0 } 
        },

        offset = { x = -1, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior61()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhq92EconolineT3Ambulance"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["motoriusambulance2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27780, y = 26460, z = 0 },
        { x = 27780, y = 26520, z = 0 },
        { x = 27780, y = 26580, z = 0 },
        { x = 27780, y = 26640, z = 0 },
        { x = 27840, y = 26460, z = 0 },
        { x = 27840, y = 26520, z = 0 },
        { x = 27840, y = 26580, z = 0 },
        { x = 27840, y = 26640, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior62()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhqVWT2T1",
        "Base.fhqVWT2T1Livery"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["VWT2T1"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28080, y = 26160, z = 0 },
        { x = 28080, y = 26220, z = 0 },
        { x = 28080, y = 26280, z = 0 },
        { x = 28080, y = 26340, z = 0 },
        { x = 28140, y = 26160, z = 0 },
        { x = 28140, y = 26220, z = 0 },
        { x = 28140, y = 26280, z = 0 },
        { x = 28140, y = 26340, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior63()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhq92Econoline",
        "Base.fhq92Econoline4Door",
        "Base.fhq92EconolinePanel",
        "Base.fhq92EconolineValkyrie",
        "Base.fhq92EconolinePAYDAY"                   
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["mvan92econolinenormalvans"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27660, y = 26160, z = 0 },
        { x = 27660, y = 26220, z = 0 },
        { x = 27660, y = 26280, z = 0 },
        { x = 27660, y = 26340, z = 0 },
        { x = 27720, y = 26160, z = 0 },
        { x = 27720, y = 26220, z = 0 },
        { x = 27720, y = 26280, z = 0 },
        { x = 27720, y = 26340, z = 0 },
        { x = 27660, y = 26160, z = 30 },
        { x = 27660, y = 26220, z = 30 },
        { x = 27660, y = 26280, z = 30 },
        { x = 27660, y = 26340, z = 30 },
        { x = 27720, y = 26160, z = 30 },
        { x = 27720, y = 26220, z = 30 },
        { x = 27720, y = 26280, z = 30 },
        { x = 27720, y = 26340, z = 30 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior64()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhq92EconolineXL",
        "Base.fhq92EconolineXLPanel"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["mvan92econoline"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27780, y = 26160, z = 0 },
        { x = 27780, y = 26220, z = 0 },
        { x = 27780, y = 26280, z = 0 },
        { x = 27780, y = 26340, z = 0 },
        { x = 27840, y = 26160, z = 0 },
        { x = 27840, y = 26220, z = 0 },
        { x = 27840, y = 26280, z = 0 },
        { x = 27840, y = 26340, z = 0 },
        { x = 27780, y = 26160, z = 30 },
        { x = 27780, y = 26220, z = 30 },
        { x = 27780, y = 26280, z = 30 },
        { x = 27780, y = 26340, z = 30 },
        { x = 27840, y = 26160, z = 30 },
        { x = 27840, y = 26220, z = 30 },
        { x = 27840, y = 26280, z = 30 },
        { x = 27840, y = 26340, z = 30 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior65()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhqB10M",
        "Base.fhqB10M_Riv"            
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["motoriusbus2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27960, y = 26160, z = 0 },
        { x = 27960, y = 26220, z = 0 },
        { x = 27960, y = 26280, z = 0 },
        { x = 27960, y = 26340, z = 0 },
        { x = 28020, y = 26160, z = 0 },
        { x = 28020, y = 26220, z = 0 },
        { x = 28020, y = 26280, z = 0 },
        { x = 28020, y = 26340, z = 0 }
        },

        offset = { x = -1, y = 8 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 9 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior66()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.fhq90SuzEvery"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["fhq90SuzEvery"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27960, y = 26160, z = 30 },
        { x = 27960, y = 26220, z = 30 },
        { x = 27960, y = 26280, z = 30 },
        { x = 27960, y = 26340, z = 30 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 2 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior67()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.86fordE150med"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["ki5ambulancemed"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 26460, y = 26160, z = 0 },
        { x = 26460, y = 26220, z = 0 },
        { x = 26460, y = 26280, z = 0 },
        { x = 26460, y = 26340, z = 0 },
        { x = 26520, y = 26160, z = 0 },
        { x = 26520, y = 26220, z = 0 },
        { x = 26520, y = 26280, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 3 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior68()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer_Horsebox"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["traileranimalhorsebox"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27360, y = 25860, z = 0 },
        { x = 27360, y = 25920, z = 0 },
        { x = 27360, y = 25980, z = 0 },
        { x = 27360, y = 26040, z = 0 }
        },

        offset = { x = 0, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 2, -- The width in squares of the interior
		roomHeight = 4 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior69()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer_Livestock"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["traileranimallivestock"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27420, y = 25860, z = 0 },
        { x = 27420, y = 25920, z = 0 },
        { x = 27420, y = 25980, z = 0 },
        { x = 27420, y = 26040, z = 0 }
        },

        offset = { x = 0, y = 3 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior70()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.f700boxshellCDCSEV"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["CDClabor"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 27060, z = 0 },
        { x = 28260, y = 27120, z = 0 },
        { x = 28260, y = 27180, z = 0 },
        { x = 28260, y = 27240, z = 0 }
        },

        offset = { x = 0, y = 1 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 3, -- The width in squares of the interior
		roomHeight = 8 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior71()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer87Scamp16"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["camptrailer2"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28080, y = 27360, z = 0 },
        { x = 28080, y = 27420, z = 0 },
        { x = 28080, y = 27480, z = 0 },
        { x = 28080, y = 27540, z = 0 },
        { x = 28140, y = 27360, z = 0 },
        { x = 28140, y = 27420, z = 0 },
        { x = 28140, y = 27480, z = 0 },
        { x = 28140, y = 27540, z = 0 },
        { x = 28080, y = 27660, z = 0 },
        { x = 28080, y = 27720, z = 0 },
        { x = 28080, y = 27780, z = 0 },
        { x = 28080, y = 27840, z = 0 },
        { x = 28140, y = 27660, z = 0 },
        { x = 28140, y = 27720, z = 0 },
        { x = 28140, y = 27780, z = 0 },
        { x = 28140, y = 27840, z = 0 }
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 6 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior72()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer87Scamp13"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["camptrailer"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 27960, y = 27360, z = 0 },
        { x = 27960, y = 27420, z = 0 },
        { x = 27960, y = 27480, z = 0 },
        { x = 27960, y = 27540, z = 0 },
        { x = 28020, y = 27360, z = 0 },
        { x = 28020, y = 27420, z = 0 },
        { x = 28020, y = 27480, z = 0 },
        { x = 28020, y = 27540, z = 0 },
        { x = 27960, y = 27660, z = 0 },
        { x = 27960, y = 27720, z = 0 },
        { x = 27960, y = 27780, z = 0 },
        { x = 27960, y = 27840, z = 0 },
        { x = 27820, y = 27660, z = 0 },
        { x = 27820, y = 27720, z = 0 },
        { x = 27820, y = 27780, z = 0 },
        { x = 27820, y = 27840, z = 0 }
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 6 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior73()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer54FlyingCloud22"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["camptrailerbimedical"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28380, y = 27360, z = 0 },
        { x = 28380, y = 27420, z = 0 },
        { x = 28380, y = 27480, z = 0 },
        { x = 28380, y = 27540, z = 0 },
        { x = 28440, y = 27360, z = 0 },
        { x = 28440, y = 27420, z = 0 },
        { x = 28440, y = 27480, z = 0 },
        { x = 28440, y = 27540, z = 0 }  
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 7 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior74()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer54FlyingCloud22"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["camptrailerbigg"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 27360, z = 0 },
        { x = 28260, y = 27420, z = 0 },
        { x = 28260, y = 27480, z = 0 },
        { x = 28260, y = 27540, z = 0 },
        { x = 28320, y = 27360, z = 0 },
        { x = 28320, y = 27420, z = 0 },
        { x = 28320, y = 27480, z = 0 },
        { x = 28320, y = 27540, z = 0 }
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 7 -- The height in squares of the interior
    }
end

-- HERE YOU CAN ADD NEW TYPES OF INTERIORS
local function AddTypeToRVInterior75()
    -- Get the global VehicleTypes table from the PROJECT RV Interior mod
    local ok, RV = pcall(require, "RVVehicleTypes")
    if not ok or not RV then
        return -- Exit silently if the mod isn't present
    end
    local VehicleTypes = RV.VehicleTypes

    local newTypeVehicles = {-- This is where you declare the vehicles that will have the new type of interior
        "Base.Trailer61Bambi16"                 
    }

    -- Remove new-type vehicles from all existing lists
    for _, vehicleName in ipairs(newTypeVehicles) do
        removeFromAllLists(vehicleName)
    end

    local celX = 87  -- The cell (X) you are using in your map
    local celY = 86  -- The cell (Y) you are using in your map

    -- Add a new type of Interior
    VehicleTypes["camptrailerbbambiiii"] = {
        scripts = newTypeVehicles,
        rooms = {-- Here you place the coordinates of all the rooms
        { x = 28260, y = 27660, z = 0 },
        { x = 28260, y = 27720, z = 0 },
        { x = 28260, y = 27780, z = 0 },
        { x = 28260, y = 27840, z = 0 },
        { x = 28320, y = 27660, z = 0 },
        { x = 28320, y = 27720, z = 0 },
        { x = 28320, y = 27780, z = 0 },
        { x = 28320, y = 27840, z = 0 }    
        },

        offset = { x = 0, y = 2 }, -- The square where the player will appear inside the room
        requiresSeat = false,
        requiresTrunk = true,
        trunkParts = {
            TrunkDoor = true, DoorRear = true, DoorRearLeft = true, DoorRearRight = true
        },
		genX = 0, -- Generator position X [this number refers to the X position relative to the room from its point (0,0,0)(first square top left), not to X on the map]
		genY = 0, -- Generator position Y [this number refers to the Y position relative to the room from its point (0,0,0)(first square top left), not to Y on the map]
		genFloor = 1, -- Generator position Z [this number refers to the Z position relative to the room from its point (0,0,0)(first square top left), not to Z on the map]
		roomWidth = 4, -- The width in squares of the interior
		roomHeight = 5 -- The height in squares of the interior
    }
end

-- Run when the game world loads
Events.OnInitWorld.Add(AddTypeToRVInterior)
Events.OnInitWorld.Add(AddTypeToRVInterior2)
Events.OnInitWorld.Add(AddTypeToRVInterior3)
Events.OnInitWorld.Add(AddTypeToRVInterior4)
Events.OnInitWorld.Add(AddTypeToRVInterior5)
Events.OnInitWorld.Add(AddTypeToRVInterior6)
Events.OnInitWorld.Add(AddTypeToRVInterior7)
Events.OnInitWorld.Add(AddTypeToRVInterior8)
Events.OnInitWorld.Add(AddTypeToRVInterior9)
Events.OnInitWorld.Add(AddTypeToRVInterior10)
Events.OnInitWorld.Add(AddTypeToRVInterior11)
Events.OnInitWorld.Add(AddTypeToRVInterior12)
Events.OnInitWorld.Add(AddTypeToRVInterior13)
Events.OnInitWorld.Add(AddTypeToRVInterior14)
Events.OnInitWorld.Add(AddTypeToRVInterior15)
Events.OnInitWorld.Add(AddTypeToRVInterior16)
Events.OnInitWorld.Add(AddTypeToRVInterior17)
Events.OnInitWorld.Add(AddTypeToRVInterior18)
Events.OnInitWorld.Add(AddTypeToRVInterior19)
Events.OnInitWorld.Add(AddTypeToRVInterior20)
Events.OnInitWorld.Add(AddTypeToRVInterior21)
Events.OnInitWorld.Add(AddTypeToRVInterior22)
Events.OnInitWorld.Add(AddTypeToRVInterior23)
Events.OnInitWorld.Add(AddTypeToRVInterior24)
Events.OnInitWorld.Add(AddTypeToRVInterior25)
Events.OnInitWorld.Add(AddTypeToRVInterior26)
Events.OnInitWorld.Add(AddTypeToRVInterior27)
Events.OnInitWorld.Add(AddTypeToRVInterior28)
Events.OnInitWorld.Add(AddTypeToRVInterior29)
Events.OnInitWorld.Add(AddTypeToRVInterior30)
Events.OnInitWorld.Add(AddTypeToRVInterior31)
Events.OnInitWorld.Add(AddTypeToRVInterior32)
Events.OnInitWorld.Add(AddTypeToRVInterior33)
Events.OnInitWorld.Add(AddTypeToRVInterior34)
Events.OnInitWorld.Add(AddTypeToRVInterior35)
Events.OnInitWorld.Add(AddTypeToRVInterior36)
Events.OnInitWorld.Add(AddTypeToRVInterior37)
Events.OnInitWorld.Add(AddTypeToRVInterior38)
Events.OnInitWorld.Add(AddTypeToRVInterior39)
Events.OnInitWorld.Add(AddTypeToRVInterior40)
Events.OnInitWorld.Add(AddTypeToRVInterior41)
Events.OnInitWorld.Add(AddTypeToRVInterior42)
Events.OnInitWorld.Add(AddTypeToRVInterior43)
Events.OnInitWorld.Add(AddTypeToRVInterior44)
Events.OnInitWorld.Add(AddTypeToRVInterior45)
Events.OnInitWorld.Add(AddTypeToRVInterior46)
Events.OnInitWorld.Add(AddTypeToRVInterior47)
Events.OnInitWorld.Add(AddTypeToRVInterior48)
Events.OnInitWorld.Add(AddTypeToRVInterior49)
Events.OnInitWorld.Add(AddTypeToRVInterior50)
Events.OnInitWorld.Add(AddTypeToRVInterior51)
Events.OnInitWorld.Add(AddTypeToRVInterior52)
Events.OnInitWorld.Add(AddTypeToRVInterior53)
Events.OnInitWorld.Add(AddTypeToRVInterior54)
Events.OnInitWorld.Add(AddTypeToRVInterior55)
Events.OnInitWorld.Add(AddTypeToRVInterior56)
Events.OnInitWorld.Add(AddTypeToRVInterior57)
Events.OnInitWorld.Add(AddTypeToRVInterior58)
Events.OnInitWorld.Add(AddTypeToRVInterior59)
Events.OnInitWorld.Add(AddTypeToRVInterior60)
Events.OnInitWorld.Add(AddTypeToRVInterior61)
Events.OnInitWorld.Add(AddTypeToRVInterior62)
Events.OnInitWorld.Add(AddTypeToRVInterior63)
Events.OnInitWorld.Add(AddTypeToRVInterior64)
Events.OnInitWorld.Add(AddTypeToRVInterior65)
Events.OnInitWorld.Add(AddTypeToRVInterior66)
Events.OnInitWorld.Add(AddTypeToRVInterior67)
Events.OnInitWorld.Add(AddTypeToRVInterior68)
Events.OnInitWorld.Add(AddTypeToRVInterior69)
Events.OnInitWorld.Add(AddTypeToRVInterior70)
Events.OnInitWorld.Add(AddTypeToRVInterior71)
Events.OnInitWorld.Add(AddTypeToRVInterior72)
Events.OnInitWorld.Add(AddTypeToRVInterior73)
Events.OnInitWorld.Add(AddTypeToRVInterior74)
Events.OnInitWorld.Add(AddTypeToRVInterior75)