ImpactTable
{
	Info
	{
		"whizby_sound_from_player"	"Bullets.DefaultNearmiss"
		"whizby_sound_from_AI"		"Bullets.DefaultNearmiss_AIGruntGenerated"
		"whizby_maxDistancePilot"	"100"
		"whizby_maxDistanceTitan"	"300"
		"ricochet_sound_1P"			"weapon_wingman_elite_ricochet_1p"
		"ricochet_sound_3P"			"weapon_wingman_elite_ricochet_3p"
	}

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

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

		"J" "impact_grass" //grass
		"K" "impact_mud" //Mud
		"L" "impact_plastic" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
		"M" "impact_metal" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
		"N" "P_impact_slime" //Slime
		"O" "impact_leaves"  //Foliage
		"P" "P_impact_metal_spectre" //metal_spectre

		"R" "impact_brick" //metalpanel, grenade, canister
		"S" "P_impact_water" //water
		"T" "impact_tile" //tile
		"U" "impact_glass" // glass_breakable
		"V" "impact_metal" //Metal Vent
		"W" "impact_wood"//Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon

		"X" "P_impact_xo_shield_cp" //xo_shield

		"Y" "impact_glass" //glass, brokenglass, glassbottle, pottery
		"Z" "impact_sand"  //sand

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

		"splash" "P_impact_water" //brush water
		"slime_splash" "P_impact_slime"
		"airburst" "P_impact_exp_smll_air"  //No Surface
		"shieldhit" "P_xo_armor_impact"
		"holohit" "P_holohit_impact"
		"critical_hit" "impact_metal"

		"headshot_flesh" "impact_metal"
		"headshot_mechanical" "P_xo_armor_impact"

		"pass_through"	"P_impact_amped_shield"
	}

	FX_victim
	{
		"F" "impact_flesh_victim"
		"shieldhit" "impact_metal"
		"holohit" "impact_metal"
	}

	FX_attacker_replace
	{
		//"F" "P_impact_flesh_attacker"
	}

	FX_attacker_layered_MP
	{
		"F" "P_impact_flesh_attacker"
	}

	FX_attacker_layered_SP
	{
		"F" "P_impact_flesh_attacker"
	}

	Sound
	{
		"C" "Concrete.BulletImpact_3P_vs_3P"
		"D" "Dirt.BulletImpact_3P_vs_3P"
		"E" "SolidMetal.BulletImpact_3P_vs_3P"

		"F" "Flesh.BulletImpact_3P_vs_3P"
		"G" "MetalGrate.BulletImpact_3P_vs_3P" // "ChainLink.BulletImpact"
		"H" "Flesh.BulletImpact_3P_vs_3P"

		"J" "Grass.BulletImpact_3P_vs_3P"
		"K" "Mud.BulletImpact_3P_vs_3P"  // mud?
		"L" "Default.BulletImpact_3P_vs_3P" // "Plastic_Box.BulletImpact"
		"M" "SolidMetal.BulletImpact_3P_vs_3P"	//"ArmorFlesh.BulletImpact"
		"N" "Water.BulletImpact_3P_vs_3P"	// sand?
		"O" "Grass.BulletImpact_3P_vs_3P"
		"P" "Android.Light.BulletImpact_3P_vs_3P"

		"R" "Concrete.BulletImpact_3P_vs_3P"
		"S" "Water.BulletImpact_3P_vs_3P"
		"T" "Tile.BulletImpact_3P_vs_3P"

		"V" "SolidMetal.BulletImpact_3P_vs_3P"
		"W" "Wood.BulletImpact_3P_vs_3P"
		"X"	"TitanBubbleShield.Light.BulletImpact_3P_vs_3P" // Titan bubble shield
		"Y" "Glass.BulletImpact_3P_vs_3P"
		"Z" "Sand.BulletImpact_3P_vs_3P"

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

		"airburst" ""
		"shieldhit" "TitanShield.Light.BulletImpact_3P_vs_3P"
		"holohit" "HoloPilot_light_bulletimpact_holo_3p_vs_3p"

		"headshot_flesh" "Flesh.BulletImpact_3P_vs_3P"
		"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_3P"
	}

	Sound_attacker
	{
		"C" "Concrete.BulletImpact_1P_vs_3P"
		"D" "Dirt.BulletImpact_1P_vs_3P"
		"E" "Titan.Light.BulletImpact_1P_vs_3P"

		"F" "Flesh.BulletImpact_1P_vs_3P"
		"G" "MetalGrate.BulletImpact_1P_vs_3P" // "ChainLink.BulletImpact"
		"H" "Flesh.BulletImpact_1P_vs_3P"

		"J" "Grass.BulletImpact_1P_vs_3P"
		"K" "Mud.BulletImpact_1P_vs_3P"  // mud?
		"L" "Default.BulletImpact_1P_vs_3P" // "Plastic_Box.BulletImpact"
		"M" "SolidMetal.BulletImpact_1P_vs_3P"	//"ArmorFlesh.BulletImpact"
		"N" "Water.BulletImpact_1P_vs_3P"	// Slime
		"O" "Grass.BulletImpact_1P_vs_3P"
		"P" "Android.Light.BulletImpact_1P_vs_3P"

		"R" "Concrete.BulletImpact_1P_vs_3P"
		"S" "Water.BulletImpact_1P_vs_3P"
		"T" "Tile.BulletImpact_1P_vs_3P"

		"V" "SolidMetal.BulletImpact_1P_vs_3P"
		"W" "Wood.BulletImpact_1P_vs_3P"
		"X"	"TitanBubbleShield.Light.BulletImpact_1P_vs_3P" // Titan bubble shield
		"Y" "Glass.BulletImpact_1P_vs_3P"
		"Z" "Sand.BulletImpact_1P_vs_3P"

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

		"airburst" ""
		"shieldhit" "TitanShield.Light.BulletImpact_1P_vs_3P"
		"holohit" "HoloPilot_light_bulletimpact_holo_1p_vs_3p_V2"

		"headshot_flesh" "Flesh.BulletImpact_1P_vs_3P"
		"headshot_mechanical" "Android.Light.BulletImpact_1P_vs_3P"
	}

	Sound_victim
	{
		"C" "Concrete.BulletImpact_3P_vs_1P"
		"D" "Dirt.BulletImpact_3P_vs_1P"
		"E" "Titan.Light.BulletImpact_3P_vs_1P"

		"F" "Flesh.BulletImpact_3P_vs_1P"
		"G" "MetalGrate.BulletImpact_3P_vs_1P" // "ChainLink.BulletImpact"
		"H" "Flesh.BulletImpact_3P_vs_1P"

		"J" "Grass.BulletImpact_3P_vs_1P"
		"K" "Mud.BulletImpact_3P_vs_1P"  // mud?
		"L" "Default.BulletImpact_3P_vs_1P" // "Plastic_Box.BulletImpact"
		"M" "SolidMetal.BulletImpact_3P_vs_1P"	//"ArmorFlesh.BulletImpact"
		"N" "Water.BulletImpact_3P_vs_1P"	// Slime
		"O" "Grass.BulletImpact_3P_vs_1P"
		"P" "Android.Light.BulletImpact_3P_vs_1P"

		"R" "Concrete.BulletImpact_3P_vs_1P"
		"S" "Water.BulletImpact_3P_vs_1P"
		"T" "Tile.BulletImpact_3P_vs_1P"

		"V" "SolidMetal.BulletImpact_3P_vs_1P"
		"W" "Wood.BulletImpact_3P_vs_1P"

		"Y" "Glass.BulletImpact_3P_vs_1P"
		"Z" "Sand.BulletImpact_3P_vs_1P"

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

		"airburst" ""
		"shieldhit" "TitanShield.Light.BulletImpact_3P_vs_1P"
		"holohit" "holopilot_impacts"

		// Victim headshot sounds taken care of in PlayVictimHeadshotConfirmation():
		//"headshot_flesh" "Flesh.BulletImpact_3P_vs_1P"
		//"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_1P"
	}

	Sound_victim_from_AI
	{
		"F" "Flesh.BulletImpact_AIGrunt3P_vs_1P"
		"P" "Android.Light.BulletImpact_3P_vs_1P"

		// Victim headshot sounds taken care of in PlayVictimHeadshotConfirmation():
		//"headshot_flesh" "Flesh.BulletImpact_3P_vs_1P"
		//"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_1P"
	}
}
