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

Materials["mat_sticky"] = {
	type="sticky",
-------------------------------------	
	PhysicsSounds=PhysicsSoundsTable.Soft,
-------------------------------------	
	bullet_hit = {
		sounds = {
			{"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60},
			{"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
			{"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60},
			{"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60},
			{"Sounds/bullethits/pbullet5.wav",SOUND_UNSCALABLE,200,5,60},
		},
		
		particles = {
			{ --HitSmoke 
				focus = 1.5,
				color = {0.29,0.19,0.0},
				speed = 0.75,
				count = 4, --default 2
				size = 0.05, 
				size_speed=0.15,
				gravity=-1,
				lifetime=0.5,
				tid = System:LoadTexture("textures\\cloud.jpg"),
				frames=0,
				color_based_blending = 3
			},
		},
	},

	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,
	melee_slash = {
		sounds = {
			{"sounds/weapons/machete/machetesand4.wav",SOUND_UNSCALABLE,185,5,30},
			
		},
	},
-------------------------------------
	player_walk = CommonEffects.player_pebble_walk,
	player_run = CommonEffects.player_pebble_run,
	player_crouch = CommonEffects.player_pebble_crouch,
	player_prone = CommonEffects.player_pebble_prone,
	player_walk_inwater = CommonEffects.player_walk_inwater,
	
	player_drop = {
		sounds = {
			{"sounds/player/bodyfalls/bodyfallmud1.wav",SOUND_UNSCALABLE,210,10,150},
		},

	},
-------------------------------------
	player_land = {
		sounds = {
			--sound , volume , {min, max}
			--NOTE volume and min max are optional
			 {"sounds/doors/dooropen.wav",SOUND_UNSCALABLE,200,1,20},
			 {"sounds/doors/dooropen.wav",SOUND_UNSCALABLE,200,1,20},
			
		},
	},
	gameplay_physic = {
		piercing_resistence = 15,
		friction = 200.0,
		bouncyness= -1, -- default 0
	},

	AI = {
		fImpactRadius = 5,
	},		
}