
Script:LoadScript("scripts/materials/commoneffects.lua");

Materials["mat_default"] = {
	type="default",
-------------------------------------	
	PhysicsSounds=PhysicsSoundsTable.Hard,
-------------------------------------
	bullet_drop_single = CommonEffects.common_bullet_drop_single,
	bullet_drop_rapid = CommonEffects.common_bullet_drop_rapid,
-------------------------------------	
--	bullet_hit = CommonEffects.common_bullet_hit,
------------------------------------	
--	new effect by MK !!!!
	bullet_hit = {
		
		particleEffects = {
			name = "bullet.hit_default.a",
		},
	},	
	pancor_bullet_hit = {
		
		particleEffects = {
			name = "bullet.hit_default.a",
		},
	},	
	shocker_hit = {
		particleEffects = {
			name = "bullet.hit_default.a",
		},
	},	

	melee_slash = {
		particleEffects = {
			name = "bullet.hit_default.a",
				},
	},

	building = {
		sounds = {
			{"SOUNDS/items/ratchet.wav", SOUND_UNSCALABLE, 255, 5, 20},
		},
	},
	
	healthrow = {																												--mod added
		sounds = {
			{"SOUNDS/items/health.wav", SOUND_UNSCALABLE, 255, 5, 20},			
		},
		particleEffects = {
			name = "water.waterfall_a.water",
				},	
	},
	
-------------------------------------	
	projectile_hit = CommonEffects.common_projectile_hit,
	mortar_hit = CommonEffects.common_mortar_hit,
	smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
	flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
	grenade_hit = CommonEffects.common_grenade_hit,
	ag36_explosion = {
		particleEffects = {
			name = "explosions.ag36.a",
			scale = 1.0,
		},
	},
	small_explosion = {
		particleEffects = {
			name = "explosions.OICW_bullet_hit.OICW_explosion",
			scale = 1.0,
		},
	},
	medium_explosion = {
		particleEffects = {
			--name = "explosions.rocket.a",
			name = "explosions.Grenade_terrain.explosion",
			scale = 4,
		},
	},

	grenade_explosion_air = {
		particleEffects = {
			name = "explosions.Grenade_air.explosion",
			scale = 1.0,
		},
	},
	grenade_explosion = {
		particleEffects = {
			name = "explosions.Grenade_terrain.explosion",
			scale = 1.7,
		},
	},
	rock_hit = {
		sounds = {
			{"SOUNDS/objectimpact/rock.wav", SOUND_UNSCALABLE, 190, 5, 60},
		},
	},

	flashbang_explode = {
		sounds = {
			{"sounds/weapons/flashbang.wav", SOUND_UNSCALABLE, 190, 5, 60},
		},
	},
	photon2_explosion = {
		particleEffects = {
			name = "explosions.Photon2Gun.photon2",
			scale = 1.0,
		},
	},
	plasma_explosion = {
		particleEffects = {
			name = "future.ag36.a",
			scale = 1.0,
		},
	},
	am_explosion = {
		particleEffects = {
			name = "explosions.AntiMatter.explosion1",
			scale = 3.5,
		},
	},
	gas_hit = {
		particleEffects = {
			name = "explosions.Gas.acid",
			scale = 1.0,
		},
	},
	neutron_explosion = {
		particleEffects = {
			name = "misc.neutronhit.a",
			scale = 2.0,
		},
	},

-------------------------------------
	player_walk = {
		sounds = {
			{"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
		},
	},
	player_run = {
		sounds = {
			{"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
		},
	},
	player_crouch = {
		sounds = {
			{"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
		},
	},
	player_prone = {
		sounds = {
			{"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
			{"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
		},
	},
	player_walk_inwater = CommonEffects.player_walk_inwater,
-------------------------------------
	player_land = {
		sounds = {
			--sound , flags(put 0),volume , min, max
			--NOTE volume and min max are optional
			 {"sounds/doors/dooropen.wav"},
			 {"sounds/doors/dooropen.wav"},
			
		},
	},
	gameplay_physic = {
		piercing_resistence = 15,
		bouncyness= 0,
		friction = 1,
	},

---------------------------------------------
	AI = {
		fImpactRadius = 5,
	},
	
	--vehicle effects: particle is called when wheels are slipping, smoke in any case if the vehicle is moving.
	--VehicleParticleEffect = CommonEffects.common_vehicle_particles_rocks,
	VehicleSmokeEffect = CommonEffects.common_vehicle_smoke_mud,		
}