Marco Hladik
2087fae53b
Adding over 2100 texture property definitions to make sure bullet impacts, foot steps etc. all do a better job.
163 lines
2.7 KiB
Text
163 lines
2.7 KiB
Text
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
|
|
}
|