sfx_impact.default { attenuation normal sample weapons/ric1.wav sample weapons/ric2.wav sample weapons/ric3.wav sample weapons/ric4.wav sample weapons/ric5.wav } sfx_impact.alien { pitch_min 1.5 pitch_max 2 attenuation normal sample debris/flesh1.wav sample debris/flesh2.wav sample debris/flesh3.wav sample debris/flesh5.wav sample debris/flesh6.wav sample debris/flesh7.wav } sfx_impact.flesh { attenuation normal sample debris/flesh1.wav sample debris/flesh2.wav sample debris/flesh3.wav sample debris/flesh5.wav sample debris/flesh6.wav sample debris/flesh7.wav } sfx_impact.foliage { pitch 2 attenuation normal sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } sfx_impact.computer { attenuation normal sample debris/glass1.wav sample debris/glass2.wav sample debris/glass3.wav sample debris/glass4.wav sample buttons/spark1.wav sample buttons/spark2.wav sample buttons/spark3.wav sample buttons/spark4.wav sample buttons/spark5.wav sample buttons/spark6.wav } sfx_impact.dirt { pitch 2 attenuation normal sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } sfx_impact.vent { attenuation normal sample debris/metal1.wav sample debris/metal2.wav sample debris/metal3.wav sample debris/metal4.wav sample debris/metal5.wav sample debris/metal6.wav } sfx_impact.grate { attenuation normal sample debris/metal1.wav sample debris/metal2.wav sample debris/metal3.wav sample debris/metal4.wav sample debris/metal5.wav sample debris/metal6.wav } sfx_impact.metal { attenuation normal sample debris/metal1.wav sample debris/metal2.wav sample debris/metal3.wav sample debris/metal4.wav sample debris/metal5.wav sample debris/metal6.wav } sfx_impact.glass { attenuation normal sample debris/glass1.wav sample debris/glass2.wav sample debris/glass3.wav sample debris/glass4.wav } sfx_impact.sand { pitch 2 attenuation normal sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } sfx_impact.slosh { attenuation normal sample weapons/ric1.wav sample weapons/ric2.wav sample weapons/ric3.wav sample weapons/ric4.wav sample weapons/ric5.wav } sfx_impact.snow { pitch 2 attenuation normal sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav } sfx_impact.tile { attenuation normal sample weapons/ric1.wav sample weapons/ric2.wav sample weapons/ric3.wav sample weapons/ric4.wav sample weapons/ric5.wav } sfx_impact.wood { attenuation normal sample debris/wood1.wav sample debris/wood2.wav sample debris/wood3.wav sample debris/wood4.wav } sfx_impact.concrete { attenuation normal sample debris/concrete1.wav sample debris/concrete2.wav sample debris/concrete3.wav }