// "Gamematerial" "effect_name"


ImpactTable
{
	Info
	{
		"whizby_sound_from_player"	"Bullets.40mmNearmiss"
		"whizby_sound_from_AI"		"Bullets.40mmNearmiss"
		"whizby_maxDistancePilot"	"200"
		"whizby_maxDistanceTitan"	"500"
	}

	FX
	{
		"C" "P_sup_spec_grndpnd" //Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster
		"D" "P_sup_spec_grndpnd" //Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup
		"E" "P_sup_spec_grndpnd" // metal_titan

		"F" "P_sup_spec_grndpnd" //flesh
		"G" "P_sup_spec_grndpnd" //metalgrate, chainlink, chain
		"H" "P_sup_spec_grndpnd" //alienflesh

		"J" "P_sup_spec_grndpnd" //grass
		"K" "P_sup_spec_grndpnd" //Mud
		"L" "P_sup_spec_grndpnd" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
		"M" "P_sup_spec_grndpnd" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
		"N" "P_sup_spec_grndpnd"
		"O" "P_sup_spec_grndpnd" //Foliage
		"P" "P_sup_spec_grndpnd" //Computer

		"R" "P_sup_spec_grndpnd" //metalpanel, grenade, canister
		"S" "P_sup_spec_grndpnd" //water, slime
		"T" "P_sup_spec_grndpnd" //tile
		"U" "P_sup_spec_grndpnd" //glass_breakable

		"V" "P_sup_spec_grndpnd" //Metal Vent
		"W" "P_sup_spec_grndpnd" //Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon

		"X" "P_sup_spec_grndpnd" //xo_shield

		"Y" "P_sup_spec_grndpnd" //glass, brokenglass, glassbottle, pottery
		"Z" "P_sup_spec_grndpnd"  //sand

		"0" "P_sup_spec_grndpnd"
		"1" "P_sup_spec_grndpnd"
		"2" "P_sup_spec_grndpnd"
		"3" "P_sup_spec_grndpnd"
		"4" "P_sup_spec_grndpnd"
		"5" "P_sup_spec_grndpnd"
		"6" "P_sup_spec_grndpnd"
		"7" "P_sup_spec_grndpnd"
		"8" "P_sup_spec_grndpnd"
		"9" "P_sup_spec_grndpnd" //puddle

		"splash" "P_sup_spec_grndpnd"
		"slime_splash" "P_sup_spec_grndpnd"

		"airburst" "P_impact_exp_med_air"
		"shieldhit" "P_sup_spec_grndpnd"
		"critical_hit" "P_sup_spec_grndpnd"
	}

	///This is 2nd set of impacts for shield fx to play with explosion and ScreenFX on player.
	FX
	{

		"C" "P_screen_concussion" 	//Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster
		"D" "P_screen_mud" 			//Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup
		"E" "P_screen_concussion" 	// metal_titan

		"F" "P_screen_blood" 		//flesh
		"G" "P_screen_concussion" 	//metalgrate, chainlink, chain
		"H" "P_screen_concussion" 	//alienflesh

		"J" "P_screen_mud" 			//grass
		"K" "P_screen_mud" 			//Mud
		"L" "P_screen_concussion" 	//plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
		"M" "P_screen_concussion" 	//Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
		"N" "P_screen_concussion"
		"O" "P_screen_mud" 			//Foliage
		"P" "P_screen_concussion" 	//Computer

		"R" "P_screen_concussion" 	//metalpanel, grenade, canister
		"S" "P_screen_water"	 	//water, slime
		"T" "P_screen_concussion" 	//tile
		"U" "P_screen_concussion" 	//glass_breakable

		"V" "P_screen_concussion" 	//Metal Vent
		"W" "P_screen_concussion" 	//Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon

		//"X" "P_impact_exp_med_xo_shield" //xo_shield

		"Y" "P_screen_concussion" 	//glass, brokenglass, glassbottle, pottery
		"Z" "P_screen_mud"			//sand

		//"0" "P_screen_concussion"
		//"1" "P_screen_concussion"
		//"2" "P_screen_concussion"
		//"3" "P_screen_concussion"
		//"4" "P_screen_concussion"
		//"5" "P_screen_concussion"
		//"6" "P_screen_concussion"
		//"7" "P_screen_concussion"
		//"8" "P_screen_concussion"
		//"9" "P_screen_water" //puddle

		"splash" "P_screen_water"
		"slime_splash" "P_screen_water"

		"shieldhit" "P_xo_armor_impact_EXP"
	}


	FX_victim
	{
		"shieldhit" "P_sup_spec_grndpnd"
	}

	Sound
	{
		"C" "SuperSpectre.GroundSlam.Impact"
		"D" "SuperSpectre.GroundSlam.Impact"
		"E" "SuperSpectre.GroundSlam.Impact"

		"F" "SuperSpectre.GroundSlam.Impact"
		"G" "SuperSpectre.GroundSlam.Impact"
		"H" "SuperSpectre.GroundSlam.Impact"

		"J" "SuperSpectre.GroundSlam.Impact"
		"K" "SuperSpectre.GroundSlam.Impact"
		"L" "SuperSpectre.GroundSlam.Impact"
		"M" "SuperSpectre.GroundSlam.Impact"
		"N" "SuperSpectre.GroundSlam.Impact"
		"O" "SuperSpectre.GroundSlam.Impact"
		"P" "SuperSpectre.GroundSlam.Impact"

		"R" "SuperSpectre.GroundSlam.Impact"
		"S" "SuperSpectre.GroundSlam.Impact"
		"T" "SuperSpectre.GroundSlam.Impact"
		"U" "SuperSpectre.GroundSlam.Impact"

		"V" "SuperSpectre.GroundSlam.Impact"
		"W" "SuperSpectre.GroundSlam.Impact"
		"X"	"TitanBubbleShield.Explosive.BulletImpact_3P_vs_3P"
		"Y" "SuperSpectre.GroundSlam.Impact"
		"Z" "SuperSpectre.GroundSlam.Impact"  //sand
		//"splash" "Water.BulletImpact"
		//"slime_splash" "Water.BulletImpact"

		//"airburst" "SuperSpectre.GroundSlam.Impact"
		"shieldhit" "TitanShield.Explosive.BulletImpact_3P_vs_3P"
	}

	Sound_attacker
	{
		"C" "SuperSpectre.GroundSlam.Impact"
		"D" "SuperSpectre.GroundSlam.Impact"
		"E" "SuperSpectre.GroundSlam.Impact"

		"F" "SuperSpectre.GroundSlam.Impact"
		"G" "SuperSpectre.GroundSlam.Impact"
		"H" "SuperSpectre.GroundSlam.Impact"

		"J" "SuperSpectre.GroundSlam.Impact"
		"K" "SuperSpectre.GroundSlam.Impact"
		"L" "SuperSpectre.GroundSlam.Impact"
		"M" "SuperSpectre.GroundSlam.Impact"
		"N" "SuperSpectre.GroundSlam.Impact"
		"O" "SuperSpectre.GroundSlam.Impact"
		"P" "SuperSpectre.GroundSlam.Impact"

		"R" "SuperSpectre.GroundSlam.Impact"
		"S" "SuperSpectre.GroundSlam.Impact"
		"T" "SuperSpectre.GroundSlam.Impact"
		"U" "SuperSpectre.GroundSlam.Impact"

		"V" "SuperSpectre.GroundSlam.Impact"
		"W" "SuperSpectre.GroundSlam.Impact"
		"X"	"TitanBubbleShield.Explosive.BulletImpact_1P_vs_3P"
		"Y" "SuperSpectre.GroundSlam.Impact"
		"Z" "SuperSpectre.GroundSlam.Impact"  //sand

		//"splash" "Water.BulletImpact"
		//"slime_splash" "Water.BulletImpact"

		//"airburst" "SuperSpectre.GroundSlam.Impact"
		"shieldhit" "TitanShield.Explosive.BulletImpact_1P_vs_3P"
	}

	Sound_victim
	{
		"C" "SuperSpectre.GroundSlam.Impact"
		"D" "SuperSpectre.GroundSlam.Impact"
		"E" "Titan.40mm_Impact_3P_vs_1P"

		"F" "SuperSpectre.GroundSlam.Impact"
		"G" "SuperSpectre.GroundSlam.Impact"
		"H" "SuperSpectre.GroundSlam.Impact"

		"J" "SuperSpectre.GroundSlam.Impact"
		"K" "SuperSpectre.GroundSlam.Impact"
		"L" "SuperSpectre.GroundSlam.Impact"
		"M" "SuperSpectre.GroundSlam.Impact"
		"N" "SuperSpectre.GroundSlam.Impact"
		"O" "SuperSpectre.GroundSlam.Impact"
		"P" "SuperSpectre.GroundSlam.Impact"

		"R" "SuperSpectre.GroundSlam.Impact"
		"S" "SuperSpectre.GroundSlam.Impact"
		"T" "SuperSpectre.GroundSlam.Impact"
		"U" "SuperSpectre.GroundSlam.Impact"

		"V" "SuperSpectre.GroundSlam.Impact"
		"W" "SuperSpectre.GroundSlam.Impact"
		"X"	"TitanBubbleShield.Explosive.BulletImpact_3P_vs_3P"
		"Y" "SuperSpectre.GroundSlam.Impact"
		"Z" "SuperSpectre.GroundSlam.Impact"  //sand

		//"splash" "Water.BulletImpact"
		//"slime_splash" "Water.BulletImpact"

		//"airburst" "SuperSpectre.GroundSlam.Impact"
		"shieldhit" "TitanShield.Explosive.BulletImpact_3P_vs_1P"
	}


}
