// "Gamematerial" "effect_name"



ImpactTable
{

	Info
	{
		"whizby_sound_from_player"	"Bullets.EnergyNearmiss"
		"whizby_sound_from_AI"		"Bullets.EnergyNearmiss_AIGruntGenerated"
		"whizby_maxDistancePilot"	"200"
		"whizby_maxDistanceTitan"	"400"
	}

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

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

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

		"R" "P_impact_titan_sniper_default" //metalpanel, grenade, canister

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

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

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

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

		"airburst" "P_impact_titan_sniper_default"
		"splash" "P_impact_titan_sniper_default"
		"slime_splash" "P_impact_titan_sniper_default"

		"shieldhit" "P_impact_titan_sniper_titan" // metal_titan
		"critical_hit" "P_impact_titan_sniper_titan"
	}

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

		"F" "impact_flesh"					//flesh
		"G" "impact_metal_large"		//metalgrate, chainlink, chain
		"H" "impact_alienflesh"			//alienflesh

		"J" "impact_dirt_large"			//grass
		"K" "impact_mud_large" 		//Mud
		"L" "impact_plastic_large"	//plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
		"M" "impact_metal_large"		//Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
		"N" "P_impact_slime_large" //Slime
		"O" "impact_dirt_large"			//Foliage
		"P" "impact_metal_large"		//Metal_Spectre

		"R" "impact_concrete_large"	//metalpanel, grenade, canister
		"S" "P_impact_water_LG"						//water, slime
		"T" "impact_concrete_large"	//tile
		"U" "impact_glass"					//glass_breakble

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

		"Y" "impact_glass"					//glass, brokenglass, glassbottle, pottery
	    "Z" "impact_dirt"						//Sand

		"0" "impact_dirt_large"
		"1" "impact_concrete_large"
		"2" "impact_dirt_large"
		"3" "impact_concrete_large"
		"4" "impact_concrete_large"
		"5" "impact_concrete_large"
		"6" "impact_concrete_large"
		"7" "impact_concrete_large"
		"8" "impact_concrete_large"
		"9" "impact_puddle"					//puddle

		"splash" "P_impact_water_LG" //brush water
		"slime_splash" "P_impact_water_LG"
		"shieldhit" "P_xo_armor_impact"
		"critical_hit" "impact_metal_titan"
	}

	FX_victim
	{
		"F" "P_impact_titan_sniper_victim"
		"shieldhit" "P_impact_titan_sniper_victim"
		"E" "P_impact_titan_sniper_victim"		// metal_titan
		"P" "P_impact_titan_sniper_victim"
		"headshot_flesh" "P_impact_titan_sniper_victim"
		"headshot_mechanical" "P_impact_titan_sniper_victim"

	}


	Sound
	{
		"C" "Default.Energy.BulletImpact_3P_vs_3P"
		"D" "Default.Energy.BulletImpact_3P_vs_3P"
		"E" "Titan.Energy.BulletImpact_3P_vs_3P"

		"F" "Default.Energy.BulletImpact_3P_vs_3P"
		"G" "Default.Energy.BulletImpact_3P_vs_3P"
		"H" "Default.Energy.BulletImpact_3P_vs_3P"

		"J" "Default.Energy.BulletImpact_3P_vs_3P"
		"K" "Default.Energy.BulletImpact_3P_vs_3P"
		"L" "Default.Energy.BulletImpact_3P_vs_3P"
		"M" "Default.Energy.BulletImpact_3P_vs_3P"
		"N" "Default.Energy.BulletImpact_3P_vs_3P"
		"O" "Default.Energy.BulletImpact_3P_vs_3P"
		"P" "Android.Energy.BulletImpact_3P_vs_3P"

		"R" "Default.Energy.BulletImpact_3P_vs_3P"
		"S" "Default.Energy.BulletImpact_3P_vs_3P"
		"T" "Default.Energy.BulletImpact_3P_vs_3P"
		"U" "Default.Energy.BulletImpact_3P_vs_3P"

		"V" "Default.Energy.BulletImpact_3P_vs_3P"
		"W" "Default.Energy.BulletImpact_3P_vs_3P"
		"X"	"TitanBubbleShield.Energy.BulletImpact_3P_vs_3P"
		"Y" "Default.Energy.BulletImpact_3P_vs_3P"
		"Z" "Default.Energy.BulletImpact_3P_vs_3P"

		//"splash" "Default.Energy.BulletImpact_3P_vs_3P"
		//"slime_splash" "Default.Energy.BulletImpact_3P_vs_3P"

		//"airburst" ""
		"shieldhit" "TitanShield.Energy.BulletImpact_3P_vs_3P"
	}

	Sound_attacker
	{
		"C" "Default.Energy.BulletImpact_1P_vs_3P"
		"D" "Default.Energy.BulletImpact_1P_vs_3P"
		"E" "Titan.Energy.BulletImpact_1P_vs_3P"

		"F" "Default.Energy.BulletImpact_1P_vs_3P"
		"G" "Default.Energy.BulletImpact_1P_vs_3P"
		"H" "Default.Energy.BulletImpact_1P_vs_3P"

		"J" "Default.Energy.BulletImpact_1P_vs_3P"
		"K" "Default.Energy.BulletImpact_1P_vs_3P"
		"L" "Default.Energy.BulletImpact_1P_vs_3P"
		"M" "Default.Energy.BulletImpact_1P_vs_3P"
		"N" "Default.Energy.BulletImpact_1P_vs_3P"
		"O" "Default.Energy.BulletImpact_1P_vs_3P"
		"P" "Android.Energy.BulletImpact_1P_vs_3P"

		"R" "Default.Energy.BulletImpact_1P_vs_3P"
		"S" "Default.Energy.BulletImpact_1P_vs_3P"
		"T" "Default.Energy.BulletImpact_1P_vs_3P"
		"U" "Default.Energy.BulletImpact_1P_vs_3P"

		"V" "Default.Energy.BulletImpact_1P_vs_3P"
		"W" "Default.Energy.BulletImpact_1P_vs_3P"
		"X"	"TitanBubbleShield.Energy.BulletImpact_1P_vs_3P"
		"Y" "Default.Energy.BulletImpact_1P_vs_3P"
		"Z" "Default.Energy.BulletImpact_1P_vs_3P"

		//"splash" "Default.Energy.BulletImpact_1P_vs_3P"
		//"slime_splash" "Default.Energy.BulletImpact_1P_vs_3P"

		//"airburst" ""
		"shieldhit" "TitanShield.Energy.BulletImpact_1P_vs_3P"
	}

	Sound_victim
	{
		"C" "Default.Energy.BulletImpact_3P_vs_3P"
		"D" "Default.Energy.BulletImpact_3P_vs_3P"
		"E" "Titan.Energy.BulletImpact_3P_vs_1P"

		"F" "Default.Energy.BulletImpact_3P_vs_3P"
		"G" "Default.Energy.BulletImpact_3P_vs_3P"
		"H" "Default.Energy.BulletImpact_3P_vs_3P"

		"J" "Default.Energy.BulletImpact_3P_vs_3P"
		"K" "Default.Energy.BulletImpact_3P_vs_3P"
		"L" "Default.Energy.BulletImpact_3P_vs_3P"
		"M" "Default.Energy.BulletImpact_3P_vs_3P"
		"N" "Default.Energy.BulletImpact_3P_vs_3P"
		"O" "Default.Energy.BulletImpact_3P_vs_3P"
		"P" "Android.Energy.BulletImpact_3P_vs_3P" // temp

		"R" "Default.Energy.BulletImpact_3P_vs_3P"
		"S" "Default.Energy.BulletImpact_3P_vs_3P"
		"T" "Default.Energy.BulletImpact_3P_vs_3P"
		"U" "Default.Energy.BulletImpact_3P_vs_3P"

		"V" "Default.Energy.BulletImpact_3P_vs_3P"
		"W" "Default.Energy.BulletImpact_3P_vs_3P"
		"X"	"TitanBubbleShield.Energy.BulletImpact_3P_vs_1P"
		"Y" "Default.Energy.BulletImpact_3P_vs_3P"
		"Z" "Default.Energy.BulletImpact_3P_vs_3P"

		//"splash" "Default.Energy.BulletImpact_3P_vs_3P"
		//"slime_splash" "Default.Energy.BulletImpact_3P_vs_3P"

		//"airburst" ""
		"shieldhit" "TitanShield.Energy.BulletImpact_3P_vs_1P"
	}

}
