// Decal definitions, format is // decalname weight // where weight is used to randomly selected a decal to apply from within the group // This is just an entry to map material types to "impact.xxx" "TranslationData" { "-" "" // don't decal this surface "C" "Impact.Concrete" "M" "Impact.Metal" "W" "Impact.Wood" "Y" "Impact.Glass" "F" "Impact.Flesh" "B" "Impact.BloodyFlesh" "V" "Impact.Metal" // These might be translated in the future //CHAR_TEX_DIRT 'D' //CHAR_TEX_GRATE 'G' //CHAR_TEX_TILE 'T' //CHAR_TEX_SLOSH 'S' //CHAR_TEX_COMPUTER 'P' //CHAR_TEX_CLIP 'I' //CHAR_TEX_FOLIAGE 'O' } "Impact.Concrete" { "decals/concrete/shot1_subrect" "1" "decals/concrete/shot2_subrect" "1" "decals/concrete/shot3_subrect" "1" "decals/concrete/shot4_subrect" "1" "decals/concrete/shot5_subrect" "1" } "Impact.Metal" { "decals/metal/shot1_subrect" "1" "decals/metal/shot2_subrect" "1" "decals/metal/shot3_subrect" "1" "decals/metal/shot4_subrect" "1" "decals/metal/shot5_subrect" "1" } "Impact.Wood" { "decals/wood/shot1_subrect" "1" "decals/wood/shot2_subrect" "1" "decals/wood/shot3_subrect" "1" "decals/wood/shot4_subrect" "1" "decals/wood/shot5_subrect" "1" } "Impact.Glass" { "decals/glass/shot1_subrect" "1" "decals/glass/shot2_subrect" "1" "decals/glass/shot3_subrect" "1" "decals/glass/shot4_subrect" "1" "decals/glass/shot5_subrect" "1" } "Impact.Flesh" { "decals/flesh/blood1_subrect" "1" "decals/flesh/blood2_subrect" "1" "decals/flesh/blood3_subrect" "1" "decals/flesh/blood4_subrect" "1" "decals/flesh/blood5_subrect" "1" } "Impact.BloodyFlesh" { "decals/bloodyflesh/blood1_subrect" "1" "decals/bloodyflesh/blood2_subrect" "1" "decals/bloodyflesh/blood3_subrect" "1" "decals/bloodyflesh/blood4_subrect" "1" "decals/bloodyflesh/blood5_subrect" "1" } "Scorch" { "decals/scorch1_subrect" "1" "decals/scorch2_subrect" "1" } "Blood" { "decals/blood1_subrect" "1" "decals/blood2_subrect" "1" "decals/blood3_subrect" "1" "decals/blood4_subrect" "1" "decals/blood5_subrect" "1" "decals/blood6_subrect" "1" } "GlassBreak" { "decals/break1_subrect" "1" "decals/break2_subrect" "1" "decals/break3_subrect" "1" } "BigShot" { "decals/bigshot1_subrect" "1" "decals/bigshot2_subrect" "1" "decals/bigshot3_subrect" "1" "decals/bigshot4_subrect" "1" "decals/bigshot5_subrect" "1" } "BulletProof" { "decals/bproof1_subrect" "1" } "SmallScorch" { "decals/smscorch1_subrect" "1" "decals/smscorch2_subrect" "1" "decals/smscorch3_subrect" "1" } "FadingScorch" { "decals/scorchfade_subrect" "1" } "RedGlowFade" { "decals/redglowfade" "1" } "CombineBallFade" { "decals/combineballfade" "1" } "CombineBallFade2" { "decals/combineballfade2" "1" } "CombineBallFade3" { "decals/combineballfade3" "1" } "PlasmaGlowFade" { "decals/plasmaglowfade" "1" } "Splash" { "decals/decalsplash" "1" } "ExplosiveGunshot" { "decals/concrete/shot1_subrect" "1" } "Fire" { "sprites/fire_floor" "1" } // Currently a model version of these decals don't exist. "Splash.Large" { "decals/splash1_subrect" "1" "decals/splash2_subrect" "1" "decals/splash3_subrect" "1" } // Currently a model version of these decals don't exist. "Splash.Small" { "decals/splash1_subrect" "1" "decals/splash1_subrect" "1" "decals/splash1_subrect" "1" } // Mark left by energyballs "EnergyBall.Impact" { "decals/smscorch1_subrect" "1" } // Wiring left in wall after a camera falls "SecurityCamera.Detachment" { "decals/security_camera_detachment" "1" } "Portal2.CoopPingDecal" { "overlays/coop_ping_decal""1" } "Portal2.CommandTargetDecal" { "overlays/command_target""1" } "Portal2.CommandTargetDecalOrange" { "overlays/command_target_orange""1" } "Models" { // World Model specific decal precache. "decals/concrete/shot1" "1" "decals/concrete/shot2" "1" "decals/concrete/shot3" "1" "decals/concrete/shot4" "1" "decals/concrete/shot5" "1" "decals/metal/shot1" "1" "decals/metal/shot2" "1" "decals/metal/shot3" "1" "decals/metal/shot4" "1" "decals/metal/shot5" "1" "decals/wood/shot1" "1" "decals/wood/shot2" "1" "decals/wood/shot3" "1" "decals/wood/shot4" "1" "decals/wood/shot5" "1" "decals/glass/shot1" "1" "decals/glass/shot2" "1" "decals/glass/shot3" "1" "decals/glass/shot4" "1" "decals/glass/shot5" "1" "decals/flesh/blood1" "1" "decals/flesh/blood2" "1" "decals/flesh/blood3" "1" "decals/flesh/blood4" "1" "decals/flesh/blood5" "1" "decals/bloodyflesh/blood1" "1" "decals/bloodyflesh/blood2" "1" "decals/bloodyflesh/blood3" "1" "decals/bloodyflesh/blood4" "1" "decals/bloodyflesh/blood5" "1" "decals/alienflesh/shot1" "1" "decals/alienflesh/shot2" "1" "decals/alienflesh/shot3" "1" "decals/alienflesh/shot4" "1" "decals/alienflesh/shot5" "1" "decals/scorch1" "1" "decals/scorch2" "1" "decals/blood1" "1" "decals/blood2" "1" "decals/blood3" "1" "decals/blood4" "1" "decals/blood5" "1" "decals/blood6" "1" "decals/blood7" "1" "decals/blood8" "1" "decals/break1" "1" "decals/break2" "1" "decals/break3" "1" "decals/bigshot1" "1" "decals/bigshot2" "1" "decals/bigshot3" "1" "decals/bigshot4" "1" "decals/bigshot5" "1" "decals/bproof1" "1" "decals/smscorch1" "1" "decals/smscorch2" "1" "decals/smscorch3" "1" "decals/scorchfade" "1" "decals/beersplash" "1" "decals/splash1" "1" "decals/splash2" "1" "decals/splash3" "1" "decals/smscorch1_subrect" "1" "decals/security_camera_detachment" "1" // Model specific decal precache. "decals/bigshot1model" "1" "decals/bigshot2model" "1" "decals/bigshot3model" "1" "decals/bigshot4model" "1" "decals/bigshot5model" "1" "decals/bproof1model" "1" "decals/break1model" "1" "decals/break2model" "1" "decals/break3model" "1" "decals/scorch1model" "1" "decals/scorch2model" "1" "decals/scorchfademodel" "1" "decals/smscorch1model" "1" "decals/smscorch2model" "1" "decals/smscorch3model" "1" }