decalgroups.vdata
CDecalGroupVData{
Impact.Concrete =
Impact.Tile =
Impact.Dirt =
Impact.Upholstery =
Impact.Carpet =
Impact.Rubber =
Impact.Cardboard =
Impact.Asphalt =
Impact.Vent =
Impact.Computer =
Impact.Plastic =
Impact.Metal =
Impact.Mechanical =
Impact.Wood =
Impact.Glass =
Impact.Flesh =
Impact.Sand = {
m_vecOptions = [
0{
m_hMaterial = "materials/decaltests/runtime_decal_material.vmat"
m_flProbability = 1
m_sSequenceName = "decals/blank/shot1_subrect"
}
]
}
Impact.Grass = {
m_vecOptions = [
0{
m_hMaterial = "materials/decaltests/runtime_decal_material.vmat"
m_flProbability = 1
m_sSequenceName = "decals/blank/shot1_subrect"
}
]
}
Impact.Leaves = {
m_vecOptions = [
0{
m_hMaterial = "materials/decaltests/runtime_decal_material.vmat"
m_flProbability = 1
m_sSequenceName = "decals/blank/shot1_subrect"
}
]
}
MolotovScorch = {
m_vecOptions = [
0{
m_hMaterial = "materials/decaltests/runtime_decal_material.vmat"
m_flProbability = 1
m_sSequenceName = "decals/MolotovScorch"
}
]
}
Scorch = {
m_vecOptions = [
0{
m_hMaterial = "materials/decaltests/runtime_decal_material.vmat"
m_flProbability = 1
m_sSequenceName = "decals/scorch1_subrect"
}
]
}
Blood =
Impact.Sheetrock =
Impact.Plaster =
Impact.Rock =
Impact.Brick =
Models =
}
