nuclide/base/decls/sound/footsteps.sndshd
Marco Cawthorne d41b90c081 Base: Give some love to base/
VGUI-Menu: friendList, chat backend, textview class proto
SurfaceProps: Flesh impacts recognition
PropData: BreakModels now use a bodyque to limit possible physics overhead
PMove: falldamage, liquids can now be configured via external decl
NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl
API: Team class management APIS
NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added.
More polish everywhere else
2025-01-02 18:53:55 -08:00

100 lines
938 B
Text

step_default.left
{
attenuation static
footstep
sample common/null.wav
}
step_default.right
{
attenuation static
footstep
sample common/null.wav
}
Player.GaspHeavy
{
sample common/null.wav
}
Player.GaspLight
{
sample common/null.wav
}
Player.WaterEnter
{
sample common/null.wav
}
Player.WaterExit
{
sample common/null.wav
}
Player.Death
{
sample common/null.wav
}
Player.Pain
{
sample common/null.wav
}
Player.Wade
{
sample common/null.wav
}
Player.Swim
{
sample common/null.wav
}
Player.DenyWeaponSelection
{
sample common/null.wav
}
Player.WeaponSelected
{
sample common/null.wav
}
Player.FallDamage
{
sample common/null.wav
}
Player.LightFall
{
sample common/null.wav
}
SprayCan.Paint
{
sample common/null.wav
}
damage_bullet.hit
{
sample common/null.wav
}
step_ladder.left
{
sample common/null.wav
}
step_ladder.right
{
sample common/null.wav
}
sfx_impact.default
{
sample common/null.wav
}