func_breakable.impact_glassunbreakable { sample debris/glass1.wav sample debris/glass2.wav sample debris/glass3.wav sample debris/glass4.wav } func_breakable.impact_computer { sample debris/glass1.wav sample debris/glass2.wav sample debris/glass3.wav sample debris/glass4.wav } func_breakable.impact_glass { sample debris/glass1.wav sample debris/glass2.wav sample debris/glass3.wav sample debris/glass4.wav } func_breakable.impact_wood { sample debris/wood1.wav sample debris/wood2.wav sample debris/wood3.wav sample debris/wood4.wav } func_breakable.impact_metal { sample debris/metal1.wav sample debris/metal2.wav sample debris/metal3.wav sample debris/metal4.wav } func_breakable.impact_flesh { sample debris/flesh1.wav sample debris/flesh2.wav sample debris/flesh3.wav sample debris/flesh5.wav sample debris/flesh6.wav sample debris/flesh7.wav } func_breakable.impact_cinder { sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } func_breakable.impact_concrete { sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } func_breakable.impact_rock { sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav }