default
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.default"
	stepleft "step_default.left"
	stepright "step_default.right"
}

gs_material_glass
{
	gamematerial Y
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.glass"
	stepleft "step_glass.left"
	stepright "step_glass.right"
	break "func_breakable.break_glass"
}

gs_material_wood
{
	gamematerial W
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.wood"
	stepleft "step_wood.left"
	stepright "step_wood.right"
	break "func_breakable.break_wood"
}

gs_material_metal
{
	gamematerial M
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.metal"
	stepleft "step_metal.left"
	stepright "step_metal.right"
	break "func_breakable.break_metal"
}

gs_material_ladder
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.metal"
	stepleft "step_ladder.left"
	stepright "step_ladder.right"
}

gs_material_flesh
{
	gamematerial F
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.flesh"
	stepleft "step_flesh.left"
	stepright "step_flesh.right"
	break "func_breakable.break_flesh"
}

gs_material_cinderblock
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.concrete"
	stepleft "step_default.left"
	stepright "step_default.right"
	break "func_breakable.break_cinder"
}

gs_material_tile
{
	gamematerial T
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.tile"
	stepleft "step_tile.left"
	stepright "step_tile.right"
	break "func_breakable.break_cinder"
}

gs_material_computer
{
	gamematerial P
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.computer"
	stepleft "step_computer.left"
	stepright "step_computer.right"
	break "func_breakable.break_computer"
}

gs_material_unbreakableglass
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.glass"
	stepleft "step_glass.left"
	stepright "step_glass.right"
	break "func_breakable.break_glass"
}

gs_material_rocks
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.concrete"
	stepleft "step_default.left"
	stepright "step_default.right"
	break "func_breakable.break_cinder"
}

gs_material_flesh
{
	gamematerial F
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.flesh"
	stepleft "step_flesh.left"
	stepright "step_flesh.right"
	break "func_breakable.break_flesh"
}

gs_material_concrete
{
	gamematerial C
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.concrete"
	stepleft "step_concrete.left"
	stepright "step_concrete.right"
	break "func_breakable.break_cinder"
}

gs_material_dirt
{
	gamematerial D
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.dirt"
	stepleft "step_dirt.left"
	stepright "step_dirt.right"
	break "func_breakable.break_rocks"
}

gs_material_grate
{
	gamematerial G
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.grate"
	stepleft "step_grate.left"
	stepright "step_grate.right"
	break "func_breakable.break_metal"
}

gs_material_alien
{
	gamematerial H
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.alien"
	stepleft "step_alien.left"
	stepright "step_alien.right"
	break "func_breakable.break_flesh"
}

gs_material_snow
{
	gamematerial K
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.snow"
	stepleft "step_snow.left"
	stepright "step_snow.right"
}

gs_material_sand
{
	gamematerial N
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.sand"
	stepleft "step_sand.left"
	stepright "step_sand.right"
}

gs_material_foliage
{
	gamematerial O
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.foliage"
	stepleft "step_foliage.left"
	stepright "step_foliage.right"
}

gs_material_slosh
{
	gamematerial S
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.slosh"
	stepleft "step_slosh.left"
	stepright "step_slosh.right"
}

gs_material_vent
{
	gamematerial V
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.snow"
	stepleft "step_vent.left"
	stepright "step_vent.right"
	break "func_breakable.break_metal"
}

water
{
	part_bulletimpact "fx_impact.water"
	bulletimpact "sfx_impact.slosh"
	stepleft "step_slosh.left"
	stepright "step_slosh.right"
}

lava
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.slosh"
	stepleft "step_slosh.left"
	stepright "step_slosh.right"
}

slime
{
	part_bulletimpact "impact_default.main"
	bulletimpact "sfx_impact.slosh"
	stepleft "step_slosh.left"
	stepright "step_slosh.right"
}