206 lines
4.2 KiB
Text
206 lines
4.2 KiB
Text
default
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.default"
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stepleft "step_default.left"
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stepright "step_default.right"
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scraperough "scrape.default"
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scrapesmooth "scrape.default"
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}
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gs_material_glass
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{
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gamematerial Y
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part_bulletimpact "impact_glass.main"
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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break "func_breakable.break_glass"
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}
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gs_material_wood
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{
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gamematerial W
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.wood"
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stepleft "step_wood.left"
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stepright "step_wood.right"
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break "func_breakable.break_wood"
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}
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gs_material_metal
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{
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gamematerial M
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part_bulletimpact "impact_unbreakable.main"
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bulletimpact "sfx_impact.metal"
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stepleft "step_metal.left"
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stepright "step_metal.right"
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break "func_breakable.break_metal"
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}
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gs_material_ladder
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.metal"
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stepleft "step_ladder.left"
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stepright "step_ladder.right"
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}
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gs_material_flesh
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{
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gamematerial F
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepright "step_flesh.right"
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break "func_breakable.break_flesh"
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}
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gs_material_cinderblock
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.concrete"
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stepleft "step_default.left"
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stepright "step_default.right"
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break "func_breakable.break_cinder"
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}
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gs_material_tile
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{
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gamematerial T
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.tile"
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stepleft "step_tile.left"
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stepright "step_tile.right"
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break "func_breakable.break_cinder"
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}
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gs_material_computer
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{
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gamematerial P
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.computer"
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stepleft "step_computer.left"
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stepright "step_computer.right"
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break "func_breakable.break_computer"
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}
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gs_material_unbreakableglass
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{
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part_bulletimpact "impact_unbreakable.main"
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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break "func_breakable.break_glass"
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}
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gs_material_rocks
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.concrete"
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stepleft "step_default.left"
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stepright "step_default.right"
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break "func_breakable.break_cinder"
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}
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gs_material_flesh
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{
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gamematerial F
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepright "step_flesh.right"
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break "func_breakable.break_flesh"
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}
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gs_material_concrete
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{
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gamematerial C
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.concrete"
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stepleft "step_concrete.left"
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stepright "step_concrete.right"
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break "func_breakable.break_cinder"
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}
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gs_material_dirt
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{
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gamematerial D
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.dirt"
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stepleft "step_dirt.left"
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stepright "step_dirt.right"
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break "func_breakable.break_rocks"
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}
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gs_material_grate
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{
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gamematerial G
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.grate"
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stepleft "step_grate.left"
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stepright "step_grate.right"
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break "func_breakable.break_metal"
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}
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gs_material_alien
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{
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gamematerial H
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.alien"
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stepleft "step_alien.left"
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stepright "step_alien.right"
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break "func_breakable.break_flesh"
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}
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gs_material_foliage
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{
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gamematerial O
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.foliage"
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stepleft "step_foliage.left"
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stepright "step_foliage.right"
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}
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gs_material_slosh
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{
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gamematerial S
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.slosh"
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stepleft "step_slosh.left"
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stepright "step_slosh.right"
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}
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gs_material_vent
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{
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gamematerial V
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.snow"
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stepleft "step_vent.left"
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stepright "step_vent.right"
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break "func_breakable.break_metal"
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}
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water
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{
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part_bulletimpact "fx_impact.water"
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bulletimpact "sfx_impact.slosh"
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stepleft "step_slosh.left"
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stepright "step_slosh.right"
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}
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lava
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.slosh"
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stepleft "step_slosh.left"
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stepright "step_slosh.right"
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}
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slime
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{
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part_bulletimpact "impact_default.main"
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bulletimpact "sfx_impact.slosh"
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stepleft "step_slosh.left"
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stepright "step_slosh.right"
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}
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