Script definition tweaks for func_breakable behaviour/sounds
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c8ac0d596b
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4 changed files with 76 additions and 100 deletions
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@ -214,10 +214,8 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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#endif
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spot = Spawn_SelectRandom("info_player_deathmatch");
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pl.SetOrigin(spot.origin);
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pl.SetAngles(spot.angles);
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pl.Transport(spot.origin, spot.angles);
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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@ -234,7 +232,7 @@ HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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int r = floor(random(0, search_getsize(pm)));
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string mdl = substring(search_getfilename(pm, r), 0, -5);
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tokenizebyseparator(mdl, "/");
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forceinfokey(pete, "model", argv(2));
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pete.SetInfoKey("model", argv(2));
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search_end(pm);
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break;
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case "jumptest":
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@ -23,20 +23,21 @@ HLSingleplayerRules::IsMultiplayer(void)
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void
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HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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pl.takedamage = DAMAGE_NO;
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pl.SetMovetype(MOVETYPE_NONE);
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pl.SetSolid(SOLID_NOT);
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pl.SetTakedamage(DAMAGE_NO);
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pl.SetHealth(0);
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pl.StartSoundDef("player.die", CHAN_AUTO, true);
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = pl.weapon = 0;
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pl.health = 0;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (cvar("coop") == 1) {
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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pl.ScheduleThink(PutClientInServer, 4.0f);
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}
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if (pl.health < -50) {
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/* so much damage we're gonna gib */
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if (pl.GetHealth() < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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}
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@ -56,51 +57,43 @@ HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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void
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HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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{
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string playerModel = "models/player.mdl";
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.SetHealth(100);
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pl.SetMaxHealth(100);
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pl.SetTakedamage(DAMAGE_YES);
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pl.SetSolid(SOLID_SLIDEBOX);
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pl.SetMovetype(MOVETYPE_WALK);
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pl.flags = FL_CLIENT;
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pl.AddFlags(FL_CLIENT);
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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/* if in cooperative mode, we want to respect the player model */
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if (cvar("coop") == 1) {
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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string testModel = infokey(pl, "model");
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if (testModel) {
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testModel = sprintf("models/player/%s/%s.mdl", testModel, testModel);
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if (whichpack(testModel)) {
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playerModel = testModel;
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}
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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//pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* this is where the mods want to deviate */
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entity spot;
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pl.SetModel(playerModel);
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pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
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pl.ClearVelocity();
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetCanBleed(true);
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if (startspot != "") {
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dprint(sprintf("^3Gamerules_Spawn^7: Startspot is %s\n", startspot));
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LevelDecodeParms(pl);
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setorigin(pl, Landmark_GetSpot());
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pl.SetOrigin(Landmark_GetSpot());
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} else {
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entity spawnPoint;
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LevelNewParms();
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spot = find(world, ::classname, "info_player_start");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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spawnPoint = find(world, ::classname, "info_player_start");
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pl.Transport(spawnPoint.origin, spawnPoint.angles);
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}
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Weapons_RefreshAmmo(pl);
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@ -113,8 +106,9 @@ HLSingleplayerRules::ImpulseCommand(NSClient bp, float num)
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switch (num) {
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case 101:
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player pl = (player)bp;
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pl.health = 100;
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pl.armor = 100;
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pl.SetHealth(100);
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pl.SetMaxHealth(100);
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pl.SetArmor(100);
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pl.g_items |= ITEM_SUIT;
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Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
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Weapons_AddItem(pl, WEAPON_GLOCK, -1);
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@ -13,6 +13,7 @@ gs_material_glass
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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break "func_breakable.break_glass"
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}
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gs_material_wood
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@ -22,6 +23,7 @@ gs_material_wood
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bulletimpact "sfx_impact.wood"
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stepleft "step_wood.left"
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stepright "step_wood.right"
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break "func_breakable.break_wood"
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}
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gs_material_metal
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@ -31,6 +33,7 @@ gs_material_metal
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bulletimpact "sfx_impact.metal"
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stepleft "step_metal.left"
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stepright "step_metal.right"
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break "func_breakable.break_metal"
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}
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gs_material_ladder
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@ -48,6 +51,7 @@ gs_material_flesh
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepright "step_flesh.right"
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break "func_breakable.break_flesh"
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}
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gs_material_cinderblock
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@ -56,6 +60,7 @@ gs_material_cinderblock
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bulletimpact "sfx_impact.concrete"
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stepleft "step_default.left"
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stepright "step_default.right"
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break "func_breakable.break_cinder"
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}
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gs_material_tile
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@ -65,6 +70,7 @@ gs_material_tile
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bulletimpact "sfx_impact.tile"
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stepleft "step_tile.left"
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stepright "step_tile.right"
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break "func_breakable.break_cinder"
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}
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gs_material_computer
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@ -74,6 +80,7 @@ gs_material_computer
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bulletimpact "sfx_impact.computer"
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stepleft "step_computer.left"
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stepright "step_computer.right"
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break "func_breakable.break_computer"
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}
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gs_material_unbreakableglass
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@ -82,14 +89,16 @@ gs_material_unbreakableglass
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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break "func_breakable.break_glass"
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}
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gs_material_rock
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gs_material_rocks
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.rock"
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stepleft "step_default.left"
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stepright "step_default.right"
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break "func_breakable.break_cinder"
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}
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gs_material_flesh
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@ -99,6 +108,7 @@ gs_material_flesh
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepright "step_flesh.right"
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break "func_breakable.break_flesh"
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}
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gs_material_concrete
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@ -108,6 +118,7 @@ gs_material_concrete
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bulletimpact "sfx_impact.concrete"
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stepleft "step_concrete.left"
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stepright "step_concrete.right"
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break "func_breakable.break_cinder"
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}
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gs_material_dirt
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@ -117,6 +128,7 @@ gs_material_dirt
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bulletimpact "sfx_impact.dirt"
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stepleft "step_dirt.left"
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stepright "step_dirt.right"
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break "func_breakable.break_rocks"
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}
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gs_material_grate
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@ -126,6 +138,7 @@ gs_material_grate
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bulletimpact "sfx_impact.grate"
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stepleft "step_grate.left"
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stepright "step_grate.right"
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break "func_breakable.break_metal"
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}
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gs_material_alien
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@ -135,6 +148,7 @@ gs_material_alien
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bulletimpact "sfx_impact.alien"
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stepleft "step_alien.left"
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stepright "step_alien.right"
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break "func_breakable.break_flesh"
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}
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gs_material_snow
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@ -180,4 +194,5 @@ gs_material_vent
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bulletimpact "sfx_impact.snow"
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stepleft "step_vent.left"
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stepright "step_vent.right"
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break "func_breakable.break_metal"
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}
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@ -1,70 +1,39 @@
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func_breakable.impact_glassunbreakable
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func_breakable.break_cinder
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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sample debris/bustconcrete1.wav
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sample debris/bustconcrete2.wav
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}
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func_breakable.impact_computer
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func_breakable.break_computer
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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sample debris/bustmetal1.wav
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sample debris/bustmetal2.wav
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}
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func_breakable.impact_glass
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func_breakable.break_flesh
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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sample debris/bustflesh1.wav
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sample debris/bustflesh2.wav
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}
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func_breakable.impact_wood
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func_breakable.break_glass
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{
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sample debris/wood1.wav
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sample debris/wood2.wav
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sample debris/wood3.wav
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sample debris/wood4.wav
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sample debris/bustglass1.wav
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sample debris/bustglass2.wav
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}
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func_breakable.impact_metal
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func_breakable.break_metal
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{
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sample debris/metal1.wav
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sample debris/metal2.wav
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sample debris/metal3.wav
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sample debris/metal4.wav
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sample debris/bustmetal1.wav
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sample debris/bustmetal2.wav
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}
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func_breakable.impact_flesh
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func_breakable.break_rocks
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{
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sample debris/flesh1.wav
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sample debris/flesh2.wav
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sample debris/flesh3.wav
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sample debris/flesh5.wav
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sample debris/flesh6.wav
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sample debris/flesh7.wav
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sample debris/bustconcrete1.wav
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sample debris/bustconcrete2.wav
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}
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func_breakable.impact_cinder
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func_breakable.break_tile
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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sample debris/bustceiling.wav
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}
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func_breakable.impact_concrete
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func_breakable.break_wood
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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func_breakable.impact_rock
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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sample debris/bustcrate1.wav
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sample debris/bustcrate2.wav
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}
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