// "Gamematerial" "effect_name" ImpactTable { FX { "A" "none" //default silent (clip) "B" "none" //Bloodyflesh? "C" "none" // Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster "D" "none" // Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup "E" "none" // metal_titan "F" "none" //flesh "G" "none" //metalgrate, chainlink, chain "H" "none" //alienflesh "I" "none" //player_control_clip "J" "P_hmn_footstep_dust" //grass "K" "impact_mud" //Mud "L" "none" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear "M" "none" //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" "P_hmn_footstep_dust" //Foliage "P" "none" //Computer "Q" "none" //Not listed "R" "none" //metalpanel, grenade, canister "S" "P_impact_water" //water, slime "T" "none" //tile "U" "none" //glass_breakable "V" "none" //Metal Vent "W" "none" //Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon "X" "none" //xo_shield "Y" "none" //glass, brokenglass, glassbottle, pottery "Z" "P_hmn_footstep_dust" //sand //Hardcocded Surfacprops "splash" "P_impact_water" //brush water "slime_splash" "P_impact_slime" "airburst" "none" //No Surface "shieldhit" "none" //Invisible armor "holohit" "none" //Holopilot entity "critical_hit" "none" //titan weekspots "headshot_flesh" "none" //Human headshot "headshot_mechanical" "none" //Robotic Headshot } Sound { "C" "Phys_Imp_ArcGrenade_Concrete" "D" "Phys_Imp_ArcGrenade_Dirt" "E" "Phys_Imp_ArcGrenade_Metal" "F" "Phys_Imp_ArcGrenade_Concrete" "G" "Phys_Imp_ArcGrenade_Metal" "H" "Phys_Imp_ArcGrenade_Dirt" "J" "Phys_Imp_ArcGrenade_Grass" "K" "Phys_Imp_ArcGrenade_Dirt" "L" "Phys_Imp_ArcGrenade_Concrete" "M" "Phys_Imp_ArcGrenade_Metal" "N" "Phys_Imp_ArcGrenade_Water" "O" "Phys_Imp_ArcGrenade_Grass" "P" "Phys_Imp_ArcGrenade_Metal" "R" "Phys_Imp_ArcGrenade_Metal" "S" "Phys_Imp_ArcGrenade_Water" "T" "Phys_Imp_ArcGrenade_Concrete" "U" "Phys_Imp_ArcGrenade_Concrete" "V" "Phys_Imp_ArcGrenade_Metal" "W" "Phys_Imp_ArcGrenade_Wood" "X" "Phys_Imp_ArcGrenade_Concrete" "Y" "Phys_Imp_ArcGrenade_Concrete" "Z" "Phys_Imp_ArcGrenade_Dirt" "splash" "Phys_Imp_ArcGrenade_Water" //"slime_splash" "physics_watersplash" "airburst" "Phys_Imp_ArcGrenade_Concrete" "shieldhit" "Phys_Imp_ArcGrenade_Concrete" } Sound_attacker { "C" "Phys_Imp_ArcGrenade_Concrete" "D" "Phys_Imp_ArcGrenade_Dirt" "E" "Phys_Imp_ArcGrenade_Metal" "F" "Phys_Imp_ArcGrenade_Concrete" "G" "Phys_Imp_ArcGrenade_Metal" "H" "Phys_Imp_ArcGrenade_Dirt" "J" "Phys_Imp_ArcGrenade_Grass" "K" "Phys_Imp_ArcGrenade_Dirt" "L" "Phys_Imp_ArcGrenade_Concrete" "M" "Phys_Imp_ArcGrenade_Metal" "N" "Phys_Imp_ArcGrenade_Water" "O" "Phys_Imp_ArcGrenade_Grass" "P" "Phys_Imp_ArcGrenade_Metal" "R" "Phys_Imp_ArcGrenade_Metal" "S" "Phys_Imp_ArcGrenade_Water" "T" "Phys_Imp_ArcGrenade_Concrete" "U" "Phys_Imp_ArcGrenade_Concrete" "V" "Phys_Imp_ArcGrenade_Metal" "W" "Phys_Imp_ArcGrenade_Wood" "X" "Phys_Imp_ArcGrenade_Concrete" "Y" "Phys_Imp_ArcGrenade_Concrete" "Z" "Phys_Imp_ArcGrenade_Dirt" "splash" "Phys_Imp_ArcGrenade_Water" //"slime_splash" "Water.BulletImpact" "airburst" "Phys_Imp_ArcGrenade_Concrete" "shieldhit" "Phys_Imp_ArcGrenade_Concrete" } Sound_victim { "C" "Phys_Imp_ArcGrenade_Concrete" "D" "Phys_Imp_ArcGrenade_Dirt" "E" "Phys_Imp_ArcGrenade_Metal" "F" "Phys_Imp_ArcGrenade_Concrete" "G" "Phys_Imp_ArcGrenade_Metal" "H" "Phys_Imp_ArcGrenade_Dirt" "J" "Phys_Imp_ArcGrenade_Grass" "K" "Phys_Imp_ArcGrenade_Dirt" "L" "Phys_Imp_ArcGrenade_Concrete" "M" "Phys_Imp_ArcGrenade_Metal" "N" "Phys_Imp_ArcGrenade_Water" "O" "Phys_Imp_ArcGrenade_Grass" "P" "Phys_Imp_ArcGrenade_Metal" "R" "Phys_Imp_ArcGrenade_Metal" "S" "Phys_Imp_ArcGrenade_Water" "T" "Phys_Imp_ArcGrenade_Concrete" "U" "Phys_Imp_ArcGrenade_Concrete" "V" "Phys_Imp_ArcGrenade_Metal" "W" "Phys_Imp_ArcGrenade_Wood" "X" "Phys_Imp_ArcGrenade_Concrete" "Y" "Phys_Imp_ArcGrenade_Concrete" "Z" "Phys_Imp_ArcGrenade_Dirt" "splash" "Phys_Imp_ArcGrenade_Water" //"slime_splash" "Water.BulletImpact" "airburst" "Phys_Imp_ArcGrenade_Concrete" "shieldhit" "Phys_Imp_ArcGrenade_Concrete" } }