ImpactFX Asset: Difference between revisions

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[[Category:Assets]]
[[Category:Assets]]
[[Category:CoD4]]
[[Category:CoD4]]
The impactfx holds fx assets for how different types of bullets impact different types of surfaces.
The impactfx holds fx assets for how different types of bullets impact different types of surfaces. Every FxImpactTable contains 2 lists of FxEffectDefs, a larger list for nonflesh surfaces, and 4 for flesh surfaces. The flesh surface names are as follows...
enum fleshSurfaceNames_t
{
  body_nonfatal,
  body_fatal,
  head_nonfatal,
  head_fatal
};
== Call of Duty 4 ==
== Call of Duty 4 ==
  struct FxImpactEntry
  struct FxImpactEntry
Line 15: Line 22:
   FxImpactEntry *table;
   FxImpactEntry *table;
  };
  };
There is one FxImpactEntry for each impact type.
There is one FxImpactEntry for each impact type, 0xC in CoD4.
=== Impact Types ===
* bullet_small_normal
* bullet_small_exit
* bullet_large_normal
* bullet_large_exit
* shotgun_normal
* shotgun_exit
* bullet_ap_normal
* bullet_ap_exit
* grenade_bounce
* grenade_explode
* rocket_explode
* projectile_dud
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  opaqueglass
};
== World at War ==
struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};
struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};
There is one FxImpactEntry for each impact type, 0x10 in World at War.
=== Impact Types ===
=== Impact Types ===
==== Call of Duty 4 (12) ====
* bullet_small_normal
* bullet_small_normal
* bullet_small_exit
* bullet_small_exit
* bullet_small_underwater
* bullet_large_normal
* bullet_large_normal
* bullet_large_exit
* bullet_large_exit
Line 30: Line 96:
* rocket_explode
* rocket_explode
* projectile_dud
* projectile_dud
==== Modern Warfare 2 (15) ====
* mortar_shell
* tank_shell
* physics_impact
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  opaqueglass
};
== Modern Warfare 2 & 3 ==
struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};
struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};
There is one FxImpactEntry for each impact type, 0xF in MW2.
=== Impact Types ===
* bullet_small_normal
* bullet_small_normal
* bullet_small_exit
* bullet_small_exit
Line 46: Line 163:
* rocket_explode
* rocket_explode
* projectile_dud
* projectile_dud
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  riotshield,
  slush,
  opaqueglass
};
== Black Ops 1 ==
struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};
struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};
There is one FxImpactEntry for each impact type, 0x15 in BO1.
=== Impact Types ===
* bullet_small_normal
* bullet_small_exit
* bullet_small_underwater
* bullet_large_normal
* bullet_large_exit
* shotgun_normal
* shotgun_exit
* bullet_ap_normal
* bullet_ap_exit
* bullet_xtreme_normal
* bullet_xtreme_exit
* grenade_bounce
* grenade_explode
* rocket_explode
* rocket_explode_xtreme
* projectile_dud
* mortar_shell
* tank_shell
* physics_impact
* bolt
* blade
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  opaqueglass
};
== Black Ops 2 ==
struct FxImpactEntry
{
  FxEffectDef *nonflesh[32];
  FxEffectDef *flesh[4];
};
struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};
There is one FxImpactEntry for each impact type, 0x15 in BO2.
=== Impact Types ===
* bullet_small_normal
* bullet_small_exit
* bullet_small_underwater
* bullet_large_normal
* bullet_large_exit
* shotgun_normal
* shotgun_exit
* bullet_ap_normal
* bullet_ap_exit
* bullet_xtreme_normal
* bullet_xtreme_exit
* grenade_bounce
* grenade_explode
* rocket_explode
* rocket_explode_xtreme
* projectile_dud
* mortar_shell
* tank_shell
* physics_impact
* bolt
* blade
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  riotshield,
  opaqueglass
};
== Ghosts ==
struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[7];
};
struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};
There is one FxImpactEntry for each impact type, 0xF in Ghosts. Ghosts is the only CoD game so far that has more than 4 flesh impacts. Currently the 3 that were added are unknown.
=== Impact Types ===
* bullet_small_normal
* bullet_small_exit
* bullet_large_normal
* bullet_large_exit
* bullet_explode
* shotgun_normal
* shotgun_exit
* shotgun_explode
* bullet_ap_normal
* bullet_ap_exit
* grenade_bounce
* knife_stick
* grenade_explode
* rocket_explode
* projectile_dud
=== Surface Names ===
enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  riotshield,
  slush,
  opaqueglass
};
== Source Format ==
== Source Format ==
The source for impactfxs are stored in a comma-seperated Excel file at "raw/fx/iw_impacts.csv". The format is
The source for impactfxs are stored in a comma-seperated Excel file at "raw/fx/iw_impacts.csv". The format is

Revision as of 17:14, 1 January 2014

The impactfx holds fx assets for how different types of bullets impact different types of surfaces. Every FxImpactTable contains 2 lists of FxEffectDefs, a larger list for nonflesh surfaces, and 4 for flesh surfaces. The flesh surface names are as follows...

enum fleshSurfaceNames_t
{
  body_nonfatal,
  body_fatal,
  head_nonfatal,
  head_fatal
};

Call of Duty 4

struct FxImpactEntry
{
  FxEffectDef *nonflesh[29];
  FxEffectDef *flesh[4];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0xC in CoD4.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_large_normal
  • bullet_large_exit
  • shotgun_normal
  • shotgun_exit
  • bullet_ap_normal
  • bullet_ap_exit
  • grenade_bounce
  • grenade_explode
  • rocket_explode
  • projectile_dud

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  opaqueglass
};

World at War

struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0x10 in World at War.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_small_underwater
  • bullet_large_normal
  • bullet_large_exit
  • shotgun_normal
  • shotgun_exit
  • bullet_ap_normal
  • bullet_ap_exit
  • grenade_bounce
  • grenade_explode
  • rocket_explode
  • projectile_dud
  • mortar_shell
  • tank_shell
  • physics_impact

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  opaqueglass
};

Modern Warfare 2 & 3

struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0xF in MW2.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_large_normal
  • bullet_large_exit
  • bullet_explode
  • shotgun_normal
  • shotgun_exit
  • shotgun_explode
  • bullet_ap_normal
  • bullet_ap_exit
  • grenade_bounce
  • knife_stick
  • grenade_explode
  • rocket_explode
  • projectile_dud

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  riotshield,
  slush,
  opaqueglass
};

Black Ops 1

struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[4];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0x15 in BO1.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_small_underwater
  • bullet_large_normal
  • bullet_large_exit
  • shotgun_normal
  • shotgun_exit
  • bullet_ap_normal
  • bullet_ap_exit
  • bullet_xtreme_normal
  • bullet_xtreme_exit
  • grenade_bounce
  • grenade_explode
  • rocket_explode
  • rocket_explode_xtreme
  • projectile_dud
  • mortar_shell
  • tank_shell
  • physics_impact
  • bolt
  • blade

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  opaqueglass
};

Black Ops 2

struct FxImpactEntry
{
  FxEffectDef *nonflesh[32];
  FxEffectDef *flesh[4];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0x15 in BO2.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_small_underwater
  • bullet_large_normal
  • bullet_large_exit
  • shotgun_normal
  • shotgun_exit
  • bullet_ap_normal
  • bullet_ap_exit
  • bullet_xtreme_normal
  • bullet_xtreme_exit
  • grenade_bounce
  • grenade_explode
  • rocket_explode
  • rocket_explode_xtreme
  • projectile_dud
  • mortar_shell
  • tank_shell
  • physics_impact
  • bolt
  • blade

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  player,
  tallgrass,
  riotshield,
  opaqueglass
};

Ghosts

struct FxImpactEntry
{
  FxEffectDef *nonflesh[31];
  FxEffectDef *flesh[7];
};

struct FxImpactTable
{
  const char *name;
  FxImpactEntry *table;
};

There is one FxImpactEntry for each impact type, 0xF in Ghosts. Ghosts is the only CoD game so far that has more than 4 flesh impacts. Currently the 3 that were added are unknown.

Impact Types

  • bullet_small_normal
  • bullet_small_exit
  • bullet_large_normal
  • bullet_large_exit
  • bullet_explode
  • shotgun_normal
  • shotgun_exit
  • shotgun_explode
  • bullet_ap_normal
  • bullet_ap_exit
  • grenade_bounce
  • knife_stick
  • grenade_explode
  • rocket_explode
  • projectile_dud

Surface Names

enum surfaceNames_t
{
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flesh,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  paintedmetal,
  riotshield,
  slush,
  opaqueglass
};

Source Format

The source for impactfxs are stored in a comma-seperated Excel file at "raw/fx/iw_impacts.csv". The format is

impactType,surfaceName,effectName

For example, here is the "iw_impacts.csv" from Call of Duty 4.

bullet_small_normal,default,
bullet_small_normal,bark,impacts/large_woodhit
bullet_small_normal,brick,impacts/small_brick
bullet_small_normal,carpet,impacts/default_hit
bullet_small_normal,cloth,impacts/cloth_hit
bullet_small_normal,concrete,impacts/small_concrete_1
bullet_small_normal,dirt,impacts/small_dirt_1
bullet_small_normal,flesh,
bullet_small_normal,foliage,impacts/small_foliage
bullet_small_normal,glass,impacts/small_glass
bullet_small_normal,grass,impacts/small_grass
bullet_small_normal,gravel,impacts/small_gravel
bullet_small_normal,ice,impacts/small_snowhit
bullet_small_normal,metal,impacts/small_metalhit_1
bullet_small_normal,mud,impacts/small_mud
bullet_small_normal,paper,impacts/default_hit
bullet_small_normal,plaster,impacts/small_plaster_1
bullet_small_normal,rock,impacts/small_rock_1
bullet_small_normal,sand,impacts/small_dirt_1
bullet_small_normal,snow,impacts/small_snowhit
bullet_small_normal,water,impacts/small_waterhit
bullet_small_normal,wood,impacts/large_woodhit
bullet_small_normal,asphalt,impacts/small_asphalt
bullet_small_normal,ceramic,impacts/small_ceramic
bullet_small_normal,plastic,impacts/large_plastic
bullet_small_normal,rubber,impacts/default_hit
bullet_small_normal,cushion,impacts/cushion_hit
bullet_small_normal,fruit,impacts/default_hit
bullet_small_normal,paintedmetal,impacts/large_metal_painted_hit
bullet_small_normal,flesh_body_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_small_normal,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_small_normal,flesh_head_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_small_normal,flesh_head_fatal,

bullet_small_exit,default,
bullet_small_exit,bark,impacts/large_woodhit_exit
bullet_small_exit,brick,impacts/small_brick_exit
bullet_small_exit,carpet,impacts/default_hit_exit
bullet_small_exit,cloth,impacts/cloth_hit_exit
bullet_small_exit,concrete,impacts/small_concrete_1_exit
bullet_small_exit,dirt,impacts/small_dirt_1_exit
bullet_small_exit,flesh,
bullet_small_exit,foliage,
bullet_small_exit,glass,impacts/small_glass_exit
bullet_small_exit,grass,impacts/small_grass_exit
bullet_small_exit,gravel,
bullet_small_exit,ice,impacts/small_snowhit_exit
bullet_small_exit,metal,impacts/small_metalhit_1_exit
bullet_small_exit,mud,impacts/small_mud_exit
bullet_small_exit,paper,impacts/default_hit_exit
bullet_small_exit,plaster,impacts/small_plaster_1_exit
bullet_small_exit,rock,
bullet_small_exit,sand,impacts/small_dirt_1_exit
bullet_small_exit,snow,impacts/small_snowhit_exit
bullet_small_exit,water,
bullet_small_exit,wood,impacts/large_woodhit_exit
bullet_small_exit,asphalt,impacts/small_asphalt_exit
bullet_small_exit,ceramic,impacts/small_ceramic_exit
bullet_small_exit,plastic,impacts/large_plastic_exit
bullet_small_exit,rubber,impacts/default_hit_exit
bullet_small_exit,cushion,impacts/cushion_hit_exit
bullet_small_exit,fruit,
bullet_small_exit,paintedmetal,impacts/large_metal_painted_hit_exit
bullet_small_exit,flesh_body_nonfatal,
bullet_small_exit,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_small_exit,flesh_head_nonfatal,
bullet_small_exit,flesh_head_fatal,impacts/flesh_hit_head_fatal_exit

bullet_large_normal,default,
bullet_large_normal,bark,impacts/large_woodhit
bullet_large_normal,brick,impacts/large_brick
bullet_large_normal,carpet,impacts/default_hit
bullet_large_normal,cloth,impacts/cloth_hit
bullet_large_normal,concrete,impacts/large_concrete_1
bullet_large_normal,dirt,impacts/large_dirt_1
bullet_large_normal,flesh,
bullet_large_normal,foliage,impacts/small_foliage
bullet_large_normal,glass,impacts/large_glass
bullet_large_normal,grass,impacts/small_grass
bullet_large_normal,gravel,impacts/large_gravel
bullet_large_normal,ice,impacts/small_snowhit
bullet_large_normal,metal,impacts/large_metalhit_1
bullet_large_normal,mud,impacts/large_mud
bullet_large_normal,paper,impacts/default_hit
bullet_large_normal,plaster,impacts/large_plaster_1
bullet_large_normal,rock,impacts/large_rock_1
bullet_large_normal,sand,impacts/large_dirt_1
bullet_large_normal,snow,impacts/small_snowhit
bullet_large_normal,water,impacts/large_waterhit
bullet_large_normal,wood,impacts/large_woodhit
bullet_large_normal,asphalt,impacts/large_asphalt
bullet_large_normal,ceramic,impacts/large_ceramic
bullet_large_normal,plastic,impacts/large_plastic
bullet_large_normal,rubber,impacts/default_hit
bullet_large_normal,cushion,impacts/cushion_hit
bullet_large_normal,fruit,impacts/default_hit
bullet_large_normal,paintedmetal,impacts/large_metal_painted_hit
bullet_large_normal,flesh_body_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_large_normal,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_large_normal,flesh_head_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_large_normal,flesh_head_fatal,

bullet_large_exit,default,
bullet_large_exit,bark,impacts/large_woodhit_exit
bullet_large_exit,brick,impacts/large_brick_exit
bullet_large_exit,carpet,impacts/default_hit_exit
bullet_large_exit,cloth,impacts/cloth_hit_exit
bullet_large_exit,concrete,impacts/large_concrete_1_exit
bullet_large_exit,dirt,impacts/large_dirt_1_exit
bullet_large_exit,flesh,
bullet_large_exit,foliage,
bullet_large_exit,glass,impacts/large_glass_exit
bullet_large_exit,grass,impacts/small_grass_exit
bullet_large_exit,gravel,impacts/large_gravel_exit
bullet_large_exit,ice,impacts/small_snowhit_exit
bullet_large_exit,metal,impacts/large_metalhit_1_exit
bullet_large_exit,mud,impacts/large_mud_exit
bullet_large_exit,paper,impacts/default_hit_exit
bullet_large_exit,plaster,impacts/large_plaster_1_exit
bullet_large_exit,rock,impacts/large_rock_1_exit
bullet_large_exit,sand,impacts/large_dirt_1_exit
bullet_large_exit,snow,impacts/small_snowhit_exit
bullet_large_exit,water,
bullet_large_exit,wood,impacts/large_woodhit_exit
bullet_large_exit,asphalt,impacts/large_asphalt_exit
bullet_large_exit,ceramic,impacts/large_ceramic_exit
bullet_large_exit,plastic,impacts/large_plastic_exit
bullet_large_exit,rubber,impacts/default_hit_exit
bullet_large_exit,cushion,impacts/cushion_hit_exit
bullet_large_exit,fruit,
bullet_large_exit,paintedmetal,impacts/large_metal_painted_hit_exit
bullet_large_exit,flesh_body_nonfatal,
bullet_large_exit,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_large_exit,flesh_head_nonfatal,
bullet_large_exit,flesh_head_fatal,impacts/flesh_hit_head_fatal_exit

bullet_ap_normal,default,
bullet_ap_normal,brick,impacts/20mm_brick_impact
bullet_ap_normal,bark,impacts/20mm_wood_impact
bullet_ap_normal,carpet,impacts/20mm_concrete_impact
bullet_ap_normal,cloth,impacts/20mm_concrete_impact
bullet_ap_normal,concrete,impacts/20mm_concrete_impact
bullet_ap_normal,dirt,impacts/20mm_dirt_impact
bullet_ap_normal,flesh,
bullet_ap_normal,foliage,impacts/20mm_dirt_impact
bullet_ap_normal,glass,impacts/20mm_glass_impact
bullet_ap_normal,grass,impacts/20mm_dirt_impact
bullet_ap_normal,gravel,impacts/20mm_default_impact
bullet_ap_normal,ice,impacts/20mm_snow_impact
bullet_ap_normal,metal,impacts/20mm_metal_impact
bullet_ap_normal,mud,impacts/20mm_dirt_impact
bullet_ap_normal,paper,impacts/20mm_default_impact
bullet_ap_normal,plaster,impacts/20mm_plaster_impact
bullet_ap_normal,rock,impacts/20mm_rock_impact
bullet_ap_normal,sand,impacts/20mm_dirt_impact
bullet_ap_normal,snow,impacts/20mm_snow_impact
bullet_ap_normal,water,impacts/20mm_water_impact
bullet_ap_normal,wood,impacts/20mm_wood_impact
bullet_ap_normal,asphalt,impacts/20mm_default_impact
bullet_ap_normal,ceramic,impacts/20mm_ceramic_impact
bullet_ap_normal,plastic,impacts/20mm_default_impact
bullet_ap_normal,rubber,impacts/20mm_default_impact
bullet_ap_normal,cushion,impacts/20mm_default_impact
bullet_ap_normal,fruit,impacts/20mm_default_impact
bullet_ap_normal,paintedmetal,impacts/20mm_metal_impact
bullet_ap_normal,flesh_body_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_ap_normal,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_ap_normal,flesh_head_nonfatal,impacts/flesh_hit_body_nonfatal
bullet_ap_normal,flesh_head_fatal,

bullet_ap_exit,default,
bullet_ap_exit,brick,impacts/20mm_brick_impact_exit
bullet_ap_exit,bark,impacts/20mm_wood_impact_exit
bullet_ap_exit,carpet,impacts/20mm_concrete_impact_exit
bullet_ap_exit,cloth,impacts/20mm_concrete_impact_exit
bullet_ap_exit,concrete,impacts/20mm_concrete_impact_exit
bullet_ap_exit,dirt,impacts/20mm_dirt_impact_exit
bullet_ap_exit,flesh,
bullet_ap_exit,foliage,impacts/20mm_dirt_impact_exit
bullet_ap_exit,glass,impacts/20mm_glass_impact_exit
bullet_ap_exit,grass,impacts/20mm_dirt_impact_exit
bullet_ap_exit,gravel,impacts/20mm_default_impact_exit
bullet_ap_exit,ice,impacts/20mm_snow_impact_exit
bullet_ap_exit,metal,impacts/20mm_metal_impact_exit
bullet_ap_exit,mud,impacts/20mm_dirt_impact_exit
bullet_ap_exit,paper,impacts/20mm_default_impact_exit
bullet_ap_exit,plaster,impacts/20mm_plaster_impact_exit
bullet_ap_exit,rock,impacts/20mm_rock_impact_exit
bullet_ap_exit,sand,impacts/20mm_dirt_impact_exit
bullet_ap_exit,snow,impacts/20mm_snow_impact_exit
bullet_ap_exit,water,
bullet_ap_exit,wood,impacts/20mm_wood_impact_exit
bullet_ap_exit,asphalt,impacts/20mm_default_impact_exit
bullet_ap_exit,ceramic,impacts/20mm_ceramic_impact_exit
bullet_ap_exit,plastic,impacts/20mm_default_impact_exit
bullet_ap_exit,rubber,impacts/20mm_default_impact_exit
bullet_ap_exit,cushion,impacts/20mm_default_impact_exit
bullet_ap_exit,fruit,
bullet_ap_exit,paintedmetal,impacts/20mm_metal_impact_exit
bullet_ap_exit,flesh_body_nonfatal,
bullet_ap_exit,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
bullet_ap_exit,flesh_head_nonfatal,
bullet_ap_exit,flesh_head_fatal,impacts/flesh_hit_head_fatal_exit

shotgun_normal,default,
shotgun_normal,bark,impacts/large_woodhit
shotgun_normal,brick,impacts/small_brick
shotgun_normal,carpet,impacts/default_hit
shotgun_normal,cloth,impacts/cloth_hit
shotgun_normal,concrete,impacts/small_concrete_1
shotgun_normal,dirt,impacts/small_dirt_1
shotgun_normal,flesh,
shotgun_normal,foliage,impacts/small_foliage
shotgun_normal,glass,impacts/small_glass
shotgun_normal,grass,impacts/small_grass
shotgun_normal,gravel,impacts/small_gravel
shotgun_normal,ice,impacts/small_snowhit
shotgun_normal,metal,impacts/small_metalhit_1
shotgun_normal,mud,impacts/small_mud
shotgun_normal,paper,impacts/default_hit
shotgun_normal,plaster,impacts/small_plaster_1
shotgun_normal,rock,impacts/small_rock_1
shotgun_normal,sand,impacts/small_dirt_1
shotgun_normal,snow,impacts/small_snowhit
shotgun_normal,water,impacts/small_waterhit
shotgun_normal,wood,impacts/large_woodhit
shotgun_normal,asphalt,impacts/small_asphalt
shotgun_normal,ceramic,impacts/small_ceramic
shotgun_normal,plastic,impacts/large_plastic
shotgun_normal,rubber,impacts/default_hit
shotgun_normal,cushion,impacts/cushion_hit
shotgun_normal,fruit,impacts/default_hit
shotgun_normal,paintedmetal,impacts/large_metal_painted_hit
shotgun_normal,flesh_body_nonfatal,impacts/flesh_hit_body_nonfatal
shotgun_normal,flesh_body_fatal,impacts/flesh_hit_body_fatal_exit
shotgun_normal,flesh_head_nonfatal,impacts/flesh_hit_body_nonfatal
shotgun_normal,flesh_head_fatal,

shotgun_exit,default,
shotgun_exit,bark,impacts/large_woodhit
shotgun_exit,brick,impacts/small_brick
shotgun_exit,carpet,impacts/default_hit
shotgun_exit,cloth,impacts/cloth_hit
shotgun_exit,concrete,impacts/small_concrete_1
shotgun_exit,dirt,impacts/small_dirt_1
shotgun_exit,flesh,
shotgun_exit,foliage,impacts/small_foliage
shotgun_exit,glass,impacts/small_glass
shotgun_exit,grass,impacts/small_grass
shotgun_exit,gravel,impacts/small_gravel
shotgun_exit,ice,impacts/small_snowhit
shotgun_exit,metal,impacts/small_metalhit_1
shotgun_exit,mud,impacts/small_mud
shotgun_exit,paper,impacts/default_hit
shotgun_exit,plaster,impacts/small_plaster_1
shotgun_exit,rock,impacts/small_rock_1
shotgun_exit,sand,impacts/small_dirt_1
shotgun_exit,snow,impacts/small_snowhit
shotgun_exit,water,impacts/small_waterhit
shotgun_exit,wood,impacts/large_woodhit
shotgun_exit,asphalt,impacts/small_asphalt
shotgun_exit,ceramic,impacts/small_ceramic
shotgun_exit,plastic,impacts/large_plastic
shotgun_exit,rubber,impacts/default_hit
shotgun_exit,cushion,impacts/cushion_hit
shotgun_exit,fruit,
shotgun_exit,paintedmetal,impacts/large_metal_painted_hit
shotgun_exit,flesh_body_nonfatal,
shotgun_exit,flesh_body_fatal,impacts/flesh_hit_head_fatal_exit
shotgun_exit,flesh_head_nonfatal,
shotgun_exit,flesh_head_fatal,impacts/flesh_hit_head_fatal_exit

grenade_bounce,default,
grenade_bounce,bark,impacts/footstep_dust
grenade_bounce,brick,impacts/footstep_dust
grenade_bounce,carpet,impacts/footstep_dust
grenade_bounce,cloth,impacts/footstep_dust
grenade_bounce,concrete,impacts/footstep_dust
grenade_bounce,dirt,impacts/footstep_dust
grenade_bounce,flesh,
grenade_bounce,foliage,impacts/footstep_dust
grenade_bounce,glass,impacts/footstep_dust
grenade_bounce,grass,impacts/footstep_dust
grenade_bounce,gravel,impacts/footstep_dust
grenade_bounce,ice,impacts/footstep_dust
grenade_bounce,metal,impacts/footstep_dust
grenade_bounce,mud,impacts/footstep_mud
grenade_bounce,paper,impacts/footstep_dust
grenade_bounce,plaster,impacts/footstep_dust
grenade_bounce,rock,impacts/footstep_dust
grenade_bounce,sand,impacts/footstep_dust
grenade_bounce,snow,impacts/footstep_dust
grenade_bounce,water,impacts/footstep_water
grenade_bounce,wood,impacts/footstep_dust
grenade_bounce,asphalt,impacts/footstep_dust
grenade_bounce,ceramic,impacts/footstep_dust
grenade_bounce,plastic,impacts/footstep_dust
grenade_bounce,rubber,impacts/footstep_dust
grenade_bounce,cushion,impacts/footstep_dust
grenade_bounce,fruit,impacts/footstep_dust
grenade_bounce,paintedmetal,impacts/footstep_dust

grenade_explode,default,explosions/grenadeexp_default
grenade_explode,bark,explosions/grenadeExp_wood
grenade_explode,brick,explosions/grenadeExp_blacktop
grenade_explode,carpet,explosions/grenadeExp_wood
grenade_explode,cloth,explosions/grenadeExp_wood
grenade_explode,concrete,explosions/grenadeExp_concrete_1
grenade_explode,dirt,explosions/grenadeExp_dirt_1
grenade_explode,flesh,impacts/flesh_hit
grenade_explode,foliage,explosions/grenadeExp_dirt_1
grenade_explode,glass,explosions/grenadeexp_default
grenade_explode,grass,explosions/grenadeExp_mud
grenade_explode,gravel,explosions/grenadeExp_dirt_1
grenade_explode,ice,explosions/grenadeExp_blacktop
grenade_explode,metal,explosions/grenadeExp_metal
grenade_explode,mud,explosions/grenadeExp_mud
grenade_explode,paper,explosions/grenadeExp_wood
grenade_explode,plaster,explosions/grenadeExp_concrete_1
grenade_explode,rock,explosions/grenadeExp_concrete_1
grenade_explode,sand,explosions/grenadeExp_dirt_1
grenade_explode,snow,explosions/grenadeExp_snow
grenade_explode,water,explosions/grenadeExp_water
grenade_explode,wood,explosions/grenadeExp_wood
grenade_explode,asphalt,explosions/grenadeExp_concrete_1
grenade_explode,ceramic,explosions/grenadeExp_blacktop
grenade_explode,plastic,explosions/grenadeExp_blacktop
grenade_explode,rubber,explosions/grenadeExp_blacktop
grenade_explode,cushion,explosions/grenadeExp_blacktop
grenade_explode,fruit,explosions/grenadeExp_blacktop
grenade_explode,paintedmetal,explosions/grenadeExp_blacktop

rocket_explode,default,explosions/default_explosion
rocket_explode,bark,explosions/grenadeExp_wood
rocket_explode,brick,explosions/grenadeExp_blacktop
rocket_explode,carpet,explosions/grenadeExp_wood
rocket_explode,cloth,explosions/grenadeExp_wood
rocket_explode,concrete,explosions/grenadeExp_concrete_1
rocket_explode,dirt,explosions/grenadeExp_dirt_1
rocket_explode,flesh,impacts/flesh_hit
rocket_explode,foliage,explosions/grenadeExp_dirt_1
rocket_explode,glass,explosions/default_explosion
rocket_explode,grass,explosions/grenadeExp_mud
rocket_explode,gravel,explosions/grenadeExp_dirt_1
rocket_explode,ice,explosions/grenadeExp_blacktop
rocket_explode,metal,explosions/default_explosion
rocket_explode,mud,explosions/grenadeExp_mud
rocket_explode,paper,explosions/grenadeExp_wood
rocket_explode,plaster,explosions/grenadeExp_concrete_1
rocket_explode,rock,explosions/grenadeExp_concrete_1
rocket_explode,sand,explosions/grenadeExp_dirt_1
rocket_explode,snow,explosions/grenadeExp_snow
rocket_explode,water,explosions/mortarExp_water
rocket_explode,wood,explosions/grenadeExp_wood
rocket_explode,asphalt,explosions/grenadeExp_concrete_1
rocket_explode,ceramic,explosions/grenadeExp_concrete_1
rocket_explode,plastic,explosions/default_explosion
rocket_explode,rubber,explosions/default_explosion
rocket_explode,cushion,explosions/default_explosion
rocket_explode,fruit,explosions/default_explosion
rocket_explode,paintedmetal,explosions/default_explosion

projectile_dud,default,
projectile_dud,bark,impacts/large_woodhit
projectile_dud,brick,impacts/large_brick
projectile_dud,carpet,impacts/default_hit
projectile_dud,cloth,impacts/cloth_hit
projectile_dud,concrete,impacts/large_concrete_1
projectile_dud,dirt,impacts/large_dirt_1
projectile_dud,flesh,impacts/flesh_hit
projectile_dud,foliage,impacts/small_foliage
projectile_dud,glass,impacts/large_glass
projectile_dud,grass,impacts/small_grass
projectile_dud,gravel,impacts/large_gravel
projectile_dud,ice,impacts/small_snowhit
projectile_dud,metal,impacts/large_metalhit_1
projectile_dud,mud,impacts/large_mud
projectile_dud,paper,impacts/default_hit
projectile_dud,plaster,impacts/large_plaster
projectile_dud,rock,impacts/large_rock
projectile_dud,sand,impacts/large_dirt
projectile_dud,snow,impacts/small_snowhit
projectile_dud,water,impacts/large_waterhit
projectile_dud,wood,impacts/large_woodhit
projectile_dud,asphalt,impacts/large_rock
projectile_dud,ceramic,impacts/default_hit
projectile_dud,plastic,impacts/default_hit
projectile_dud,rubber,impacts/default_hit
projectile_dud,cushion,impacts/cushion_hit
projectile_dud,fruit,impacts/default_hit
projectile_dud,paintedmetal,impacts/small_metalhit_1