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.rock" 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" }