// "surface group" 
// { 
// "property" 	"value"
// ...
// }
//
// thickness: If this value is present, the material is not volumetrically solid
// it means that the volume should be computed as the surface area times this
// thickness (for automatic mass).  The inside space beneath the thickness value is air.
//
// physics parameters are:
// density: this is the material density in kg / m^3 (water is 1000)
// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
//
// !!! Do not edit the physics properties (especially density) without the proper references !!!
//`
// Sounds
// 
// stepleft: footstep sound for left foot
// stepright: footstep sound for right foot
// impactsoft: Physical impact sound when hitting soft surfaces
// impacthard: Physical impact sound when hitting hard surfaces
// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
// scraperough: Looping physics friction sound (when scraping rough surfaces)
// bulletimpact: bullet impact sound
// gamematerial: game material index (can be a single letter or a number)
// 

// NOTE: The properties of "default" will get copied into EVERY material who does not
// 	 override them!!!
//
// "base" means to use the parameters from that material as a base.
// "base" must appear as the first key in a material
//

"cavern_rock"
{
	"base"  "rock"
	
	"density" "700"
	"elasticity" "0.1"
	"friction" "0.8"
	"bulletimpact" "CavernRock.ImpactHard"
	"scraperough"	"Rock.ImpactHard"
	"scrapesmooth"	"Rock.ImpactSoft"
	"impacthard" "CavernRock.ImpactHard"
	"impactsoft" "CavernRock.ImpactSoft"
	
	"gamematerial" "O"
}

"advisor_shield"
{
 "base"  "rock"
 
 "density" "700"
 "elasticity" "0.1"
 "friction" "0.8"
 "bulletimpact" "NPC_Advisor.shieldblock"
 "scraperough" "NPC_Advisor.shieldblock"
 "scrapesmooth" "NPC_Advisor.shieldblock"
 "impacthard" "NPC_Advisor.shieldblock"
 "impactsoft" "NPC_Advisor.shieldblock"
 
 "gamematerial" "Z"  // <--- Whatever you make the character index in decals.h
}

"antlion_eggshell"
{
 "base"  "flesh"
"bulletimpact"	"Flesh.ImpactHard"
"impacthard"	"Flesh.ImpactHard"
"impactsoft"	"Flesh.ImpactHard"

 "gamematerial" "E"
}


"hunter"
{
	"base" "flesh"
	"gamematerial" "F"
}

"jalopytire"
{
	"base"			"jeeptire"
	"elasticity"		"0.1"
}

"slidingrubbertire_jalopyfront"
{
	"base"			"jalopytire"
	"friction"		"0.15"
}

"slidingrubbertire_jalopyrear"
{
	"base"			"jalopytire"
	"friction"		"0.15"
}

"water"
{
	"density"	"1000"
	"elasticity"	"0.1"
	"friction"	"0.8"

	"stepleft"	"Water.StepLeft"
	"stepright"	"Water.StepRight"
	"bulletimpact"	"Water.BulletImpact"

	"impacthard" "Water.ImpactHard"
	"impactsoft" "Water.ImpactSoft"

	"audioreflectivity" "0.33"
	"audioroughnessfactor" "0.1"
	"audiohardnessfactor" "0.0"

	"gamematerial"	"S"
}

"jalopy"
{
	"base"			"metal"
	"impacthard"	"ATV_impact_medium"
	"impactsoft"	"ATV_impact_medium"
}