/************************************************************************
**
**       MARCH!:Offworld Recon Surface Attributes file
**
** This file contains the following surface related definitions:
**
**    Global
**    Surface
**
**
** NOTES:  
**
**  1) All definition properties (i.e., [Surface0]) ARE case sensitive.
**     If you are adding a new definition, it is best to start with a 
**     copy of an existing (working) definition.
**  2) Name properties are NOT case sensitive (i.e., Name = "Joe" is the same
**     as Name = "JOE")
**  3) All time is specified in seconds (unless otherwise noted)
**  4) The Float type is the same as Real (i.e., 1.0 or 1.5)
**  5) The valid range of all RGB color properties is between
**     0 and 255 (e.g., (0, 255, 0) would be green).
**
**
**  TEXTURE ID SUMMARY:
**
**  ----Internal ID's----
**
**   0 = Unknown
**   1 = Air
**   2 = Flesh
** 110 = Sky
** 200 = Ladder
** 201 = Liquid
** 202 = Invisible
**
**  ----Custom ID's----
**
**   8 = Electronics (computers, machines, with activation sound)
**   9 = Chainlink Fence (masked metal)
**  10 = Stone: Smooth (stone tile, concrete)
**  11 = Stone: Rough (outside stone, pebbles, rocks, etc)
**  20 = Metal 
**  21 = Tin (light metal; can shoot through)
**  22 = Grate Metal
**  23 = Light Metal
**  24 = APC shell (metal, no bulletholes, no seethrough)
**  30 = Wood
**  31 = Drywall
**  32 = Wood: transparent (can shoot through)
**  40 = Glass
**  41 = Bullet-Proof Glass
**  70 = Terrain: Dirt
**  71 = Terrain: Snow
**  72 = Terrain: Mud
**  73 = Terrain: Grass
**  80 = Cloth
**  81 = Cloth (can shoot through)
**  90 = Linoleum
** 100 =  Wood Door (with activation sound)
** 101 = Metal Door (with activation sound)
**
*/


/************************************************************************
**
** GLOBAL
**
** The global definition defines values that are global to all surfaces.
**
*/

[Global]




/************************************************************************
**
** SURFACE
**
** The Surface definitions define all of the attributes associated with
** a particular surface.  These definitions *usually* map directly to 
** a particular texture flag (i.e., the Id property = a texture flag value).
** However, there are some pre-defined surfaces defined in this file that
** are needed by the game.  These surfaces are defined below and SHOULD
** NOT be removed from this file.  Also, it is important that the Ids used
** by these surfaces are NOT changed.  These pre-defined surfaces are:
**
**  UNKNOWN (id 0)		- An unknown surface is encountered
**  AIR	(id 1)			- Indicates a "non" surface
**  FLESH (id 2)		- Human/animal surfaces 
**  SKY (id 110)		- Sky surface	  
**  LADDER (id 200)		- Ladder volume brush
**  LIQUID (id 201)		- Liquid volume brush
**  INVISIBLE (id 202)	- An invisible surface
**
**
** All surface definitions should contain the following properties:
**
**  Name (String)
**
**      This name is used for selection purposes in DEdit drop down lists.
**
**  Id (Integer)
**
**      This identifies the surface and usually maps directly to a texture
**      flag value.  This value must be between 0 and 255, and NOT be one
**      of the pre-defined values above (i.e., NOT 0, 1, 100, 110, 200, 201 
**      or 202).
**
**  ShowsMark (Integer)
**
**		Do bullet holes and/or scortch marks show up on this surface.
**		(1 = true, 0 = false)
**
**  CanSeeThrough (Integer)
**
**		Can the player/ai see through this surface.
**		(1 = true, 0 = false)
**
**  CanShootThrough (Integer)
**
**		Can weapons shoot through this surface.  
**		(1 = true, 0 = false)
**
**  MaxShootThroughPerturb (Integer)
**
**		Indicates that maximum peturb added to bullets when the go through
**		the surface (a random value between 0 and MaxShootThroughPerturb).
**
**  MaxShootThroughThickness (Integer)
**
**		Used to determine if an exit mark is made and if the flashlight beam should pass through or not.
**
**
**  BulletHoleSpr (String)
**
**		Name of the bullet hole sprite file.
**
**  BulletHoleMinScale (Float)
**
**		The minimum amount to scale the bullet hole sprite on this surface
**
**  BulletHoleMaxScale (Float)
**
**		The maximum amount to scale the bullet hole sprite on this surface
**
**  BulletRangeDampen (Float)
**
**		The amount the range of this bullet is damped when impacting this
**		surface (when CanShootThrough is 1).  This value is scaled based
**		on the thickness of the object/brush being shot through.  Valid values
**		are between 0.0 and 1.0 (e.g., 0.5 cuts the remaining range in half
**		if the brush is MaxShootThroughThickness.  A value of 1.0 doesn't
**		change the range).
**
**  BulletDamageDampen (Float)
**
**		The amount the damage of this bullet is damped when impacting this
**		surface (when CanShootThrough is 1).  This value is scaled based
**		on the thickness of the object/brush being shot through.  Valid values
**		are between 0.0 and 1.0 (e.g., 0.5 cuts the damage of the bullet in half
**		if the brush is MaxShootThroughThickness.  A value of 1.0 doesn't
**		change the damage).
**
**	BulletImpactSnd1-2 (String)
**
**		Name of the bullet impact sounds
**
**	ShellImpactSnd1 (String)
**
**		Specifies the shell impact (bounce) sound.
**
**	ShellSndRadius (Float)
**
**		Specifies the radius for the shell sound.
**
**	RtFootPrintSpr (String)
**
**		Name of the sprite used for right-footed footprints (use "" if
**		this surface doesn't show footprints)
**
**	LtFootPrintSpr (String)
**
**		Name of the sprite used for left-footed footprints (use "" if
**		this surface doesn't show footprints)
**
**	RtFootSnd1-2 (String)
**
**		Name of the 1st and 2nd right footstep sounds.
**
**	LtFootSnd1-2 (String)
**
**		Name of the 1st and 2nd left footstep sounds.
**
**	BodyFallSnd (String)
**
**		Name of the sound a dead body makes when it lands on this surface.
**
**	BodyFallSndRadius (Float)
**
**		Radius for the BodyFallSnd sound.
**
**	ActivationSnd (String)
**
**		Name of the sound played when the player tries to activate this 
**		surface (i.e., the player uses the "use" key on the surface).  This
**		can be used to play a machine activate sound, or a "locked door" sound.
**
**	ActivationSndRadius (Float)
**
**		Radius for the ActivationSnd sound.
**
**	DeathNoiseMod (Float)
**
**		This is a modifier used to increase/decrease how loud the death
**		noise (body fall sound) is for this surface.  This used by the AI
**		to determine if they could hear the sound or not.
**
**	MoveNoiseMod (Float)
**
**		This is a modifier used to increase/decrease how loud movement
**		sounds are on this surface.  This used by the AI to determine if they 
**		could hear the sound or not.
**
**	ImpactNoiseMod (Float)
**
**		This is a modifier used to increase/decrease how loud impact
**		sounds are on this surface.  This used by the AI to determine if they 
**		could hear the sound or not.
**
**	ImpactScaleName# (String)  (OPTIONAL)
**
**		Specifies the optional name of impact scale fx to create.  The value of
**		this property MUST correspond to the name of a ScaleFX type specified 
**		in the FX.txt file.  Multiple scale fx names can be specified.  
**		For example:
**
**			ImpactScaleName0	= "Stone"
**			ImpactScaleName1	= "Stone2"
**		
**	ImpactPShowerName# (String)  (OPTIONAL)
**
**		Specifies the optional name of impact particle shower fx to create.  
**		The value of this property MUST correspond to the name of a PShowerFX
**		type specified in the FX.txt file.  NOTE: The ImpactPShowerNames fx are 
**		NOT created when the surface is under water (see 
**		UWaterImpactPShowerName# below).  Multiple particle shower fx types 
**		can be specified.  For example:
**
**			ImpactPShowerName0	= "Stone"
**			ImpactPShowerName1	= "Stone2"
**		
**	UWImpactPShowerName# (String)  (OPTIONAL)
**
**		Specifies the optional name of impact particle shower fx to create
**		if the surface is under water.  The value of this property MUST 
**		correspond to the name of a PShowerFX type specified in the FX.txt 
**		file.  NOTE: The UWImpactPShowerName fx are ONLY created when the 
**		surface is under water (see ImpactPShowerName# above).  Multiple 
**		particle shower fx types can be specified.  For example:
**
**			UWImpactPShowerName0	= "Liquid"
**			UWImpactPShowerName1	= "Liquid2"
**		
**	ImpactPolyDebrisName# (String)  (OPTIONAL)
**
**		Specifies the optional name of an impact poly debris fx to create.
**		The value of this property MUST correspond to the name of a 
**		PolyDebrisFX type specified in the FX.txt file.  Multiple 
**		poly debris fx types can be specified.  For example:
**
**			ImpactPolyDebrisName0	= "Sparks"
**			ImpactPolyDebrisName1	= "Wood"
**		
**	ExitScaleName# (String)  (OPTIONAL)
**
**		Specifies the optional name of an exit scale fx to create.  
**		The value of this property MUST correspond to the name of a 
**		ScaleFX type specified in the FX.txt file.  Multiple 
**		exit scale fx names can be specified.  For example:
**
**			ExitScaleName0	= "Sparks"
**			ExitScaleName1	= "Wood"
**		
**	ExitPShowerName# (String)  (OPTIONAL)
**
**		Specifies the optional name of exit particle shower fx to create.  
**		The value of this property MUST correspond to the name of a 
**		PShowerFX type specified in the FX.txt file.  Multiple 
**		exit particle shower fx names can be specified.  For example:
**
**			ExitPShowerName0 = "Liquid"
**			ExitPShowerName1 = "Liquid2"
**		
**		NOTE: The ExitPShowerName fx are NOT created when the surface is 
**		under water (see UWaterExitPShowerName# below).
**
**	UWExitPShowerName# (String)  (OPTIONAL)
**
**		Specifies the optional name of an exit particle shower fx to create
**		if the surface is under water.  The value of this property MUST 
**		correspond to the name of a PShowerFX type specified in the FX.txt
**		file.  Multiple under water exit particle shower fx names can be 
**		specified.  For example:
**
**			UWExitPShowerName0	= "Liquid"
**			UWExitPShowerName1	= "Liquid2"
**		
**	ExitPolyDebrisName# (String)  (OPTIONAL)
**
**		Specifies the optional name of an exit poly debris fx to create.  The 
**		value of this property MUST correspond to the name of a PolyDebrisFX 
**		type specified in the FX.txt file.  Multiple poly debris fx names can
**		be specified.  For example:
**
**			ExitPolyDebrisName0	= "Glass"
**			ExitPolyDebrisName1	= "Dirt"
**		
*/

/***************************************************************************
**  Summary of Surface Types
**
**--Predefined Surfaces---**
**
**  Unknown
**  Air
**  Flesh_Human
**  Flesh_Ghost
**  Sky
**  Ladder
**  Liquid
**  Invisible
**
**--Custom Surfaces---**
**
**  Chain Link Fence
**  Smooth Stone
**  Rough Stone
**  Metal
**  Tin
**  Wood
**  Glass
**  Dirt
**  Snow
**  Mud
**  Grass
**  Cloth
**  Linoleum
**  Metal Door
**  Electronics
**  Grate_Metal
**  Light_Metal
**  Bullet-Proof Glass
**

////////////////////////////////////////////////////////////////////////////
// FOLLOWING ARE THE PRE-DEFINED SURFACES - DO NOT MODIFY THESE!!!! -
//

/*
**  Surface0 - UNKNOWN
*/

[Surface0]

Name						= "Unknown"
Id							= 0
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.000000
BulletHoleMaxScale			= 0.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\metal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\metal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\metal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\metal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\metal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\metal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\metal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.000000
MoveNoiseMod				= 1.000000
ImpactNoiseMod				= 1.000000
ImpactPShowerName0 		= ""
UWImpactPShowerName0		= "Bubbles2"
ImpactPolyDebrisName0		= "Sparks_Yellow"
Hardness					= 0.25

/*
**  Surface1 - AIR
*/

[Surface1]

Name						= "Air"
Id							= 1
ShowsMark					= 0
CanSeeThrough				= 1
CanShootThrough				= 1
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 1.000000
BulletHoleMaxScale			= 1.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= ""
BulletImpactSnd2			= ""
ShellImpactSnd1				= ""
ShellSndRadius				= 0.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= ""
LtFootSnd1					= ""
RtFootSnd2					= ""
LtFootSnd2					= ""
BodyFallSnd					= ""
BodyFallSndRadius			= 0
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.000000
MoveNoiseMod				= 0.000000
ImpactNoiseMod				= 0.000000
Hardness                    = 0.25


[Surface2]

Name						= "Flesh_Human"
Id							= 2
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\Sand.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.000000
MoveNoiseMod				= 0.000000
ImpactNoiseMod				= 0.000000
Hardness					= 0.1

/*
**  Surface3 - FLESH_GHOST
*/

[Surface3]

Name						= "Flesh_Ghost"
Id							= 3
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\sand.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= ""
LtFootSnd1					= ""
RtFootSnd2					= ""
LtFootSnd2					= ""
BodyFallSnd					= ""
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.000000
MoveNoiseMod				= 0.000000
ImpactNoiseMod				= 0.000000
Hardness					= 0.1


/*
**  Surface4 - SKY
*/

[Surface4]

Name						= "Sky"
Id							= 110
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 1.000000
BulletHoleMaxScale			= 1.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= ""
BulletImpactSnd2			= ""
ShellImpactSnd1				= ""
ShellSndRadius				= 0.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= ""
LtFootSnd1					= ""
RtFootSnd2					= ""
LtFootSnd2					= ""
BodyFallSnd					= ""
BodyFallSndRadius			= 0
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.000000
MoveNoiseMod				= 0.000000
ImpactNoiseMod				= 0.000000
Hardness					= 0.25


/*
**  Surface5 - LADDER
*/

[Surface5]

Name						= "Ladder"
Id							= 200
ShowsMark					= 0
CanSeeThrough				= 1
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 1.000000
BulletHoleMaxScale			= 1.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= ""
ShellSndRadius				= 0.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= ""
BodyFallSndRadius			= 0
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.000000
MoveNoiseMod				= 0.000000
ImpactNoiseMod				= 0.000000
Hardness					= 0.25


/*
**  Surface6 - LIQUID
*/

[Surface6]

Name						= "Liquid"
Id							= 201
ShowsMark					= 0
CanSeeThrough				= 1
CanShootThrough				= 1
MaxShootThroughPerturb		= 100
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 1.000000
BulletHoleMaxScale			= 1.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Water1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Water2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\water.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\water1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\water1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\water2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\water2.wav"
BodyFallSnd					= ""
BodyFallSndRadius			= 0
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.500000
MoveNoiseMod				= 1.500000
ImpactNoiseMod				= 0.250000
ImpactScaleName0			= "Liquid"
ImpactPShowerName0			= "pExplWorm"
Hardness					= 0.01


/*
**  Surface7 - INVISIBLE - This surface is used for invisible textures,
**  In other words, this is used to specify a surface to ignore completely.
*/

[Surface7]

Name						= "Invisible"
Id							= 202
ShowsMark					= 0
CanSeeThrough				= 1
CanShootThrough				= 1
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.000000
BulletHoleMaxScale			= 0.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= ""
BulletImpactSnd2			= ""
ShellImpactSnd1				= ""
ShellSndRadius				= 0.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= ""
LtFootSnd1					= ""
RtFootSnd2					= ""
LtFootSnd2					= ""
BodyFallSnd					= ""
BodyFallSndRadius			= 0
ActivationSnd				= ""
ActivationSndRadius			= 0.0
DeathNoiseMod				= 0.0
MoveNoiseMod				= 0.0
Hardness					= 0.25


//
// END OF THE PRE-DEFINED SURFACES - DO NOT MODIFY THESE!!!! -
/////////////////////////////////////////////////////////////////////////////

/*
**  Surface8 - CHAIN LINK FENCE
*/

[Surface8]

Name						= "Chain Link Fence"
Id							= 9
ShowsMark					= 0
CanSeeThrough				= 1
CanShootThrough				= 1
MaxShootThroughPerturb		= 50
MaxShootThroughThickness	= 60
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\lmetal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.15

/*
**  Surface9 - SMOOTH STONE (Tile, concrete)
*/

[Surface9]

Name						= "Smooth Stone"
Id							= 10
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\plaster.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Stone1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Stone2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\stone.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\stone1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\stone1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\stone2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\stone2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 1.000000
ImpactNoiseMod				= 1.000000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_StoneSmooth"
Hardness					= 0.4

/*
**  Surface10 - ROUGH STONE (outdoor stone)
*/

[Surface10]

Name						= "Rough Stone"
Id							= 11
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\stone.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Stone1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Stone2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\stone.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\Stone1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\Stone1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\Stone2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\Stone2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 1.000000
ImpactNoiseMod				= 1.000000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_StoneRough"
Hardness					= 0.4

/*
**  Surface11 - METAL
*/

[Surface11]

Name						= "Metal"
Id							= 20
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal1.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Metal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Metal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\metal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\metal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\metal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\metal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\metal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.4

/*
**  Surface12 - TIN - Metal you can shoot through
*/

[Surface12]

Name						= "Tin"
Id							= 21
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 1
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 60
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal5.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\lmetal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
ExitPolyDebrisName0			= "Sparks_Metal"
Hardness					= 0.4

/*
**  Surface13 - WOOD
*/

[Surface13]

Name						= "Wood"
Id							= 30
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\wood.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Wood1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Wood2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\wood.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\wood1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\wood1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\wood2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\wood2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.750000
MoveNoiseMod				= 0.750000
ImpactNoiseMod				= 0.750000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Wood"
ImpactScaleName0			= "Wood"
Hardness					= 0.3

/*
**  Surface14 - GLASS
*/          

[Surface14]

Name						= "Glass"
Id							= 40
ShowsMark					= 1
CanSeeThrough				= 1
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 60
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal6.spr"
BulletHoleMinScale			= 2.200000
BulletHoleMaxScale			= 3.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Glass1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Glass2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\glass.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\glass1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\glass1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\glass2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\glass2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.500000
MoveNoiseMod				= 1.500000
ImpactNoiseMod				= 1.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Glass"
ExitPolyDebrisName0			= "Glass"
Hardness					= 0.3


/*
**  Surface15 - DIRT
*/

[Surface15]

Name						= "Dirt"
Id							= 70
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\mud.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\sand.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Dirt"
Hardness					= 0.15

/*
**  Surface16 - SNOW
*/

[Surface16]

Name						= "Snow"
Id							= 71
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\mud.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= ""
BulletImpactSnd2			= ""
ShellImpactSnd1				= ""
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= ""
LtFootSnd1					= ""
RtFootSnd2					= ""
LtFootSnd2					= ""
BodyFallSnd					= ""
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Snow"
Hardness					= 0.05

/*
**  Surface17 - MUD
*/

[Surface17]

Name						= "Mud"
Id							= 72
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\mud.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\mud.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Dirt"
Hardness					= 0.075


/*
**  Surface18 - GRASS
*/

[Surface18]

Name						= "Grass"
Id							= 73
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\mud.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\dirt.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Dirt"
Hardness					= 0.1


/*
**  Surface19 - CLOTH (e.g., carpet, furniture)
*/

[Surface19]

Name						= "Cloth"
Id							= 80
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\wood.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\wood1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\wood2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\wood.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\wood1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\wood1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\wood2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\wood2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Cloth"
ExitPolyDebrisName0			= "Cloth"
Hardness					= 0.1

/*
**  Surface20 - LINOLEUM
*/

[Surface20]

Name						= "Linoleum"
Id							= 90
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal4.spr"
BulletHoleMinScale			= 0.800000
BulletHoleMaxScale			= 1.500000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\plastic1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\plastic2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\plastic.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\plastic1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\plastic2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\plastic3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\plastic4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 0.500000
MoveNoiseMod				= 0.500000
ImpactNoiseMod				= 0.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Plastic"
ExitPolyDebrisName0			= "Plastic"
Hardness					= 0.25


/*
**  Surface21 - Bullet-Proof Glass
*/

[Surface21]

Name						= "Bullet-Proof Glass"
Id							= 41
ShowsMark					= 1
CanSeeThrough				= 1
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 60
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal6.spr"
BulletHoleMinScale			= 2.200000
BulletHoleMaxScale			= 3.000000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Glass1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Glass2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\glass.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\glass1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\glass1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\glass2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\glass2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Soft.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.500000
MoveNoiseMod				= 1.500000
ImpactNoiseMod				= 1.500000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Glass"
ExitPolyDebrisName0			= "Glass"
Hardness					= 0.3

/*
**  Surface22 - Vent
*/

[Surface22]

Name						= "Vent"
Id							= 25
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal2.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\metal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\metal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\metal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\metal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\metal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\metal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\metal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.4


/*
**  Surface23 - APC shell material
*/

[Surface23]

Name						= "APC_Shell"
Id							= 24
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 1
MaxShootThroughPerturb		= 50
MaxShootThroughThickness	= 60
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\lmetal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.35


/*
**  Surface24 - METAL DOOR - Use for metel door textures (just like metal, 
**				but also has door locked activation sound)
**						
*/

[Surface24]

Name						= "Metal Door"
Id							= 101
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal1.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\Metal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\Metal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\metal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\metal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\metal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\metal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\metal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 400.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.4

/*
**  Surface25 - ELECTRONICS
*/

[Surface25]

Name						= "Electronics"
Id							= 8
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal3.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\metal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\metal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\glass.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\plastic1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\plastic2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\plastic3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\plastic4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Electric"
Hardness					= 0.35

/*
**  Surface26 - Grate Metal
*/

[Surface26]

Name						= "Grate_Metal"
Id							= 22
ShowsMark					= 0
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 50
MaxShootThroughThickness	= 60
BulletHoleSpr				= ""
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\lmetal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.35

/*
**  Surface27 - Light Metal
*/

[Surface27]

Name						= "Light_Metal"
Id							= 23
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal4.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\lmetal1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\lmetal2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\lmetal.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\lmetal1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\lmetal2.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\lmetal3.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\lmetal4.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.25

/*
**  Surface28 - nECOK
*/

[Surface28]

Name						= "Sand"
Id							= 102
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal4.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\sand1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\sand2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\sand.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\sand1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\sand2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness		  			= 0.25


[Surface29]

Name						= "Gravel"
Id							= 100
ShowsMark					= 1
CanSeeThrough				= 0
CanShootThrough				= 0
MaxShootThroughPerturb		= 0
MaxShootThroughThickness	= 0
BulletHoleSpr				= "Sprites\SFX\Bulletholes\metal4.spr"
BulletHoleMinScale			= 0.400000
BulletHoleMaxScale			= 0.750000
BulletRangeDampen			= 1.000000
BulletDamageDampen			= 1.000000
BulletImpactSnd1			= "Sounds\Impacts\%s\gravel1.wav"
BulletImpactSnd2			= "Sounds\Impacts\%s\gravel2.wav"
ShellImpactSnd1				= "Sounds\SFX\Shells\gravel.wav"
ShellSndRadius				= 200.0
RtFootPrintSpr				= ""
LtFootPrintSpr				= ""
RtFootSnd1					= "Sounds\Footsteps\%s\gravel1.wav"
LtFootSnd1					= "Sounds\Footsteps\%s\gravel1.wav"
RtFootSnd2					= "Sounds\Footsteps\%s\gravel2.wav"
LtFootSnd2					= "Sounds\Footsteps\%s\gravel2.wav"
BodyFallSnd					= "Sounds\Characters\BodyFall\Hard.wav"
BodyFallSndRadius			= 400.000000
ActivationSnd				= ""
ActivationSndRadius			= 0.000000
DeathNoiseMod				= 1.250000
MoveNoiseMod				= 1.250000
ImpactNoiseMod				= 1.250000
UWImpactPShowerName0		= "Bubbles"
ImpactPolyDebrisName0		= "Sparks_Metal"
Hardness					= 0.25


