default { fx_bulletimpact "fx_impact.default" bulletimpact "sfx_impact.default" stepleft "step_default.left" stepright "step_default.right" } gs_material_glass { gamematerial Y fx_bulletimpact "fx_impact.glass" bulletimpact "sfx_impact.glass" stepleft "step_glass.left" stepright "step_glass.right" } gs_material_wood { gamematerial W fx_bulletimpact "fx_impact.wood" bulletimpact "sfx_impact.wood" stepleft "step_wood.left" stepright "step_wood.right" } gs_material_metal { gamematerial M fx_bulletimpact "fx_impact.metal" bulletimpact "sfx_impact.metal" stepleft "step_metal.left" stepright "step_metal.right" } gs_material_flesh { gamematerial F fx_bulletimpact "fx_impact.flesh" bulletimpact "sfx_impact.flesh" stepleft "step_flesh.left" stepright "step_flesh.right" } gs_material_cinderblock { fx_bulletimpact "fx_impact.concrete" bulletimpact "sfx_impact.concrete" stepleft "step_default.left" stepright "step_default.right" } gs_material_tile { gamematerial T fx_bulletimpact "fx_impact.tile" bulletimpact "sfx_impact.tile" stepleft "step_tile.left" stepright "step_tile.right" } gs_material_computer { gamematerial P fx_bulletimpact "fx_impact.computer" bulletimpact "sfx_impact.computer" stepleft "step_computer.left" stepright "step_computer.right" } gs_material_unbreakableglass { fx_bulletimpact "fx_impact.glass" bulletimpact "sfx_impact.glass" stepleft "step_glass.left" stepright "step_glass.right" } gs_material_rock { fx_bulletimpact "fx_impact.rock" bulletimpact "sfx_impact.rock" stepleft "step_default.left" stepright "step_default.right" } gs_material_flesh { gamematerial F fx_bulletimpact "fx_impact.flesh" bulletimpact "sfx_impact.flesh" stepleft "step_flesh.left" stepright "step_flesh.right" } gs_material_concrete { gamematerial C fx_bulletimpact "fx_impact.concrete" bulletimpact "sfx_impact.concrete" stepleft "step_concrete.left" stepright "step_concrete.right" } gs_material_dirt { gamematerial D fx_bulletimpact "fx_impact.dirt" bulletimpact "sfx_impact.dirt" stepleft "step_dirt.left" stepright "step_dirt.right" } gs_material_grate { gamematerial G fx_bulletimpact "fx_impact.grate" bulletimpact "sfx_impact.grate" stepleft "step_grate.left" stepright "step_grate.right" } gs_material_alien { gamematerial H fx_bulletimpact "fx_impact.alien" bulletimpact "sfx_impact.alien" stepleft "step_alien.left" stepright "step_alien.right" } gs_material_snow { gamematerial K fx_bulletimpact "fx_impact.snow" bulletimpact "sfx_impact.snow" stepleft "step_snow.left" stepright "step_snow.right" } gs_material_sand { gamematerial N fx_bulletimpact "fx_impact.sand" bulletimpact "sfx_impact.sand" stepleft "step_sand.left" stepright "step_sand.right" } gs_material_foliage { gamematerial O fx_bulletimpact "fx_impact.foliage" bulletimpact "sfx_impact.foliage" stepleft "step_slosh.left" stepright "step_slosh.right" } gs_material_slosh { gamematerial S fx_bulletimpact "fx_impact.slosh" bulletimpact "sfx_impact.slosh" stepleft "step_slosh.left" stepright "step_slosh.right" } gs_material_vent { gamematerial V fx_bulletimpact "fx_impact.snow" bulletimpact "sfx_impact.snow" stepleft "step_vent.left" stepright "step_vent.right" }