valve/zpak001.pk3dir/scripts/surfaceproperties.txt

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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"
}