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Modding Database

Up to date with Steam · checked 22s ago· Viewing build 6736 (Oct 02 2026), not the latest

propdata.vdata

prop_data

82 entries · 8.8 KB as JSON · Download JSON

{
Cloth.Base = {
dmg.club = 0.75
dmg.bullets = 0.5
_not_pickable = 1
dmg.explosive = 1.5
}
Cloth.Small = {
_base = "Cloth.Base"
health = 30
dmg.club = 0.75
dmg.bullets = 0.5
dmg.explosive = 1.5
}
Cloth.Medium = {
_base = "Cloth.Base"
health = 50
dmg.club = 0.75
dmg.bullets = 0.5
dmg.explosive = 1.5
}
Cloth.Large = {
_base = "Cloth.Base"
health = 100
dmg.club = 0.75
dmg.bullets = 0.5
physicsmode = 1
dmg.explosive = 1.5
}
Cloth.Object = {
_base = "Cloth.Base"
dmg.club = 0.75
dmg.bullets = 0.5
physicsmode = 3
dmg.explosive = 1.5
}
Cloth.MediumNonBreak = {
_base = "Cloth.Base"
dmg.club = 0.75
dmg.bullets = 0.5
physicsmode = 1
dmg.explosive = 1.5
}
Door.Standard = {
health = 1000
dmg.club = 1.25
dmg.bullets = 1
dmg.explosive = 1.5
}
Flesh.Base = {
dmg.club = 1
dmg.bullets = 1.25
_not_pickable = 1
dmg.explosive = 1.5
}
Flesh.Tiny = {
_base = "Flesh.Base"
health = 3
dmg.club = 1
dmg.bullets = 1.25
dmg.explosive = 1.5
}
Flesh.Small = {
_base = "Flesh.Base"
health = 10
dmg.club = 1
dmg.bullets = 1.25
dmg.explosive = 1.5
}
Glass.Base = {
dmg.club = 1
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 0.1
}
Glass.Small = {
_base = "Glass.Base"
health = 5
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
damage_table = "glass"
dmg.explosive = 0.1
}
Glass.Window = {
_base = "Glass.Base"
health = 1
dmg.club = 1
dmg.bullets = 0.5
physicsmode = 1
damage_table = "glass"
dmg.explosive = 1
}
Glass.CSWindow = {
health = 1
dmg.club = 1
dmg.bullets = 0.5
physicsmode = 1
damage_table = "glass"
dmg.explosive = 1
}
Glass.picture = {
_base = "Glass.Base"
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 0.1
}
Glass.CSWindow2 = {
health = 1
dmg.club = 1
dmg.bullets = 0.5
physicsmode = 1
damage_table = "glass"
dmg.explosive = 1
}
Item.Base = {
health = 0
dmg.club = 1
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 1
}
Item.Small = {
_base = "Item.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Item.Medium = {
_base = "Item.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Item.Large = {
_base = "Item.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.Base = {
health = 0
dmg.club = 1
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 1
}
Metal.Small = {
_base = "Metal.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Metal.Medium = {
_base = "Metal.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.Large = {
_base = "Metal.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.break = {
_base = "Metal.Base"
health = 10
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.break2 = {
_base = "Metal.Base"
health = 100
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.break3 = {
_base = "Metal.Base"
health = 100
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Metal.MediumClient = {
_base = "Metal.Base"
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1
}
Metal.GasCan = {
_base = "Metal.Small"
health = 20
dmg.club = 0
dmg.bullets = 1
dmg.explosive = 1
explosion_type = "molotov"
}
Metal.PropaneTank = {
health = 20
dmg.club = 0
dmg.bullets = 1
dmg.explosive = 1
explosion_type = "grenade"
}
Metal.OxygenTank = {
health = 20
dmg.club = 0
dmg.bullets = 1
dmg.explosive = 1
explosion_type = "grenade"
explosion_delay = 2
explosive_damage = 90
explosive_radius = 200
explosion_buildup = "OxygenTank.Whine"
}
Metal.LargeHealth = {
_base = "Metal.Base"
health = 200
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Cardboard.Base = {
dmg.club = 1.25
dmg.bullets = 0.5
_not_pickable = 1
dmg.explosive = 1.5
}
Cardboard.Small = {
health = 10
dmg.club = 1.25
dmg.bullets = 0.5
dmg.explosive = 1.5
}
Cardboard.Medium = {
health = 20
dmg.club = 1.25
dmg.bullets = 0.5
dmg.explosive = 1.5
}
Cardboard.Large = {
health = 40
dmg.club = 1.25
dmg.bullets = 0.5
physicsmode = 1
dmg.explosive = 1.5
}
Cardboard.break = {
health = 10
dmg.club = 1.25
dmg.bullets = 0.5
physicsmode = 1
dmg.explosive = 1.5
}
Cardboard.Indestructable = {
dmg.club = 1.25
dmg.bullets = 0.5
dmg.explosive = 1.5
}
Cardboard.breakclient = {
health = 10
dmg.club = 1.25
dmg.bullets = 0.5
physicsmode = 3
dmg.explosive = 1.5
}
Cardboard.physics = {
dmg.club = 1.25
dmg.bullets = 0.5
physicsmode = 3
dmg.explosive = 1.5
}
Plastic.Base = {
health = 0
dmg.club = 1
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 1
}
Plastic.Small = {
health = 0
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Plastic.Medium = {
health = 0
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Plastic.Large = {
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Plastic.break = {
health = 10
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
PlasticSmall.break = {
health = 10
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1
}
Plastic.Small2 = {
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Plastic.SmallClient = {
health = 0
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1
}
Pottery.Base = {
dmg.club = 1.25
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 1.5
}
Pottery.Small = {
health = 5
dmg.club = 1.25
dmg.bullets = 1
damage_table = "glass"
dmg.explosive = 1.5
}
Pottery.Medium = {
health = 40
dmg.club = 1.25
dmg.bullets = 1
dmg.explosive = 1.5
}
Pottery.Large = {
health = 70
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1.5
}
Pottery.Huge = {
health = 100
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1.5
}
Pottery.break = {
health = 20
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1.5
}
Pottery.Plant = {
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1.5
}
Pottery.break2 = {
health = 20
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1.5
}
Pottery.PlantBreak = {
health = 20
dmg.club = 1.25
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1.5
}
Stone.Base = {
dmg.club = 1
dmg.bullets = 1
_not_pickable = 1
dmg.explosive = 1
}
Stone.Small = {
_base = "Stone.Base"
health = 50
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1
}
Stone.Medium = {
_base = "Stone.Base"
health = 100
dmg.club = 1
dmg.bullets = 1
dmg.explosive = 1
}
Stone.Large = {
_base = "Stone.Base"
health = 200
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Stone.LargeClient = {
_base = "Stone.Base"
health = 200
dmg.club = 1
dmg.bullets = 1
physicsmode = 3
dmg.explosive = 1
}
Stone.Huge = {
_base = "Stone.Base"
health = 400
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Stone.Gigantic = {
_base = "Stone.Base"
health = 600
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
}
Stone.LargeServerCollision = {
_base = "Stone.Base"
health = 100
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
multiplayer_break = "server"
}
Stone.LargeBreak = {
_base = "Stone.Base"
health = 200
dmg.club = 1
dmg.bullets = 1
physicsmode = 1
dmg.explosive = 1
breakable_count = 2
breakable_model = "ConcreteChunks"
}
Wooden.Base = {
dmg.club = 2
dmg.bullets = 0.75
_not_pickable = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_model = "WoodChunks"
}
Wooden.Tiny = {
_base = "Wooden.Base"
health = 6
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 3
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 0
breakable_model = "WoodChunks"
}
Wooden.Small = {
_base = "Wooden.Base"
health = 20
dmg.club = 2
dmg.bullets = 0.75
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 2
breakable_model = "WoodChunks"
}
Wooden.Small_Client = {
_base = "Wooden.Base"
health = 20
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 3
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 2
breakable_model = "WoodChunks"
}
Wooden.Chair = {
_base = "Wooden.Base"
health = 30
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 3
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 4
breakable_model = "WoodChunks"
}
Wooden.Medium = {
_base = "Wooden.Base"
health = 30
dmg.club = 2
dmg.bullets = 0.75
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 4
breakable_model = "WoodChunks"
}
Wooden.Medium.NoStand = {
health = 30
dmg.club = 2
AIWalkable = 0
dmg.bullets = 0.75
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 4
breakable_model = "WoodChunks"
}
Wooden.Large = {
_base = "Wooden.Base"
health = 50
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 6
breakable_model = "WoodChunks"
}
Wooden.Huge = {
_base = "Wooden.Base"
health = 130
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 10
breakable_model = "WoodChunks"
}
Wooden.sticks = {
_base = "Wooden.Base"
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 3
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 0
breakable_model = "WoodChunks"
}
Wooden.Barrel = {
_base = "Wooden.Base"
health = 50
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 0
breakable_model = "WoodChunks"
}
Wooden.Small2 = {
_base = "Wooden.Base"
health = 1
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 2
breakable_model = "WoodChunks"
}
Wooden.Barrel2 = {
_base = "Wooden.Base"
health = 201
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_count = 0
breakable_model = "WoodChunks"
}
Wood.LargeServerCollision = {
_base = "Wooden.Base"
health = 100
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_model = "WoodChunks"
multiplayer_break = "server"
}
Wooden.LargeNoBreak = {
_base = "Wooden.Base"
health = 0
dmg.club = 2
dmg.bullets = 0.75
physicsmode = 1
dmg.explosive = 1.5
breakable_skin = 0
breakable_model = "WoodChunks"
}
Wooden.FireworkCrate = {
_base = "Wooden.Base"
health = 20
dmg.club = 0
dmg.bullets = 1
dmg.explosive = 1
breakable_skin = 0
explosion_type = "fireworks"
breakable_model = "WoodChunks"
}
}