valve/zpak001.pk3dir/sound/func_breakable.sndshd

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func_breakable.impact_glassunbreakable
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_computer
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_glass
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_wood
{
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
}
func_breakable.impact_metal
{
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
}
func_breakable.impact_flesh
{
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
func_breakable.impact_cinder
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_concrete
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_rock
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}