// "prop data name" 
// { 
// "property" 	"value"
// ...
// }
//
// 
// "base"		: Specify a base propdata class to derive from (base types can be found in propdata.txt)
//
// "blockLOS"		: Override whether this prop should block NPC's Line-Of-Sight.
// "AIWalkable"		: Override whether AI should consider this prop as walkable on.
// "dmg.bullets"	: Mod damage done by bullets to this prop.
// "dmg.club"		: Mod damage done by clubs to this prop.
// "dmg.explosive"	: Mod damage done by explosives to this prop.
//		NOTE: Use damage modifiers to reflect differences between the amount of
//			  damage that an object takes from different damage types. Don't
//			  use them to reflect overall damage strength. i.e. Stone is resilient
//			  to everything. To reflect this, increase the health of all stone
//			  objects, don't set the damage modifiers lower.
//
// "damage_table"	: Specify a custom physics impact damage table for this prop.
// "health"		: Amount of damage this prop should take before breaking.
//
// "explosive_damage"	: Explosive damage done by this prop.
// "explosive_radius"	: Radius of the explosion caused by this prop when it breaks.
//		NOTE: If these two fields are specified for a prop, then the prop will automatically
//			  create an explosion with the specified values when the prop is broken.
//
// "breakable_model"	: The type of breakable gibs this prop should break into. This list is at the bottom of this file.
// "breakable_count"	: The number of breakable gibs to break into.
// "allowstatic"	: Allow this prop to be static as well as physically simulated.
// "physicsmode"	: Set multiplayer physics behaviour (1=full, 2=non-solid,3=clientside)
//
"PropData.txt"
{

//=================================================================================
//		PAPER
//=================================================================================
	// Base damage modifiers for paper objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Cardboard.Base"
	{
		"dmg.bullets"		"0.5"
		"dmg.club"		"1.25"
		"dmg.explosive" 	"1.5"
	}

	// Cardboard / Paper blocks, less than 1 foot cubed.
	//	i.e. small cardboard boxes, notepads, newspapers, thin books.
	"Cardboard.Small"
	{
		"base"		"Cardboard.Base"
		"health"	"10"
	}

	// Cardboard / Paper blocks, less than 3 foot cubed.
	//	i.e. cardboard boxes. thick books
	"Cardboard.Medium"
	{
		"base"		"Cardboard.Base"
		"health"	"20"
	}

	// Large Cardboard / Paper blocks
	//	i.e. solid cardboard boxes
	"Cardboard.Large"
	{
		"base"		"Cardboard.Base"
		"health"	"40"
		"physicsmode"	"1"
	}

	// Cardboard Boxes full of paper
	//	i.e. fileboxes, boxes of paper
	"Cardboard.break"
	{
		"base"		"Cardboard.Base"
		"health"	"10"
		"physicsmode"	"1"
	}

//=================================================================================
//		CLOTH
//=================================================================================
	// Base damage modifiers for cloth objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Cloth.Base"
	{
		"dmg.bullets"		"0.5"
		"dmg.club"		"0.75"
		"dmg.explosive" 	"1.5"
	}

	// Small / thin cloth objects 
	//	i.e. shorts, shirts, pants.
	"Cloth.Small"
	{
		"base"		"Cloth.Base"
		"health"	"30"
	}

	// Heavier cloth / leather objects
	//	i.e. briefcases 
	"Cloth.Medium"
	{
		"base"		"Cloth.Base"
		"health"	"50"
	}

	// Large / thick cloth objects
	//	i.e. armchairs, mattresses
	"Cloth.Large"
	{
		"base"		"Cloth.Base"
		"health"	"100"
		"physicsmode"	"1"
	}

	// Misc cloth objects
	//	i.e. stuffed animals, hats, etc.
	"Cloth.Object"
	{
		"base"		"Cloth.Base"
		"physicsmode"	"3"
	}


//=================================================================================
//		WOOD
//=================================================================================
	// Base damage modifiers for wooden objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Wooden.Base"
	{
		"dmg.bullets"		"0.75"
		"dmg.club"		"2.0"
		"dmg.explosive" 	"1.5"
		
		"breakable_model"	"WoodChunks"
		"breakable_skin"	"0"
	}

	// Tiny Wooden pieces that should die in one hit
	//	i.e splinters
	"Wooden.Tiny"
	{
		"base"			"Wooden.Base"
		"health"		"6"
		"physicsmode"		"3"

		"breakable_count"	"0"
		
	}

	// Wooden blocks, less than 1 foot cubed.
	//	i.e pieces of board, branches.
	"Wooden.Small"
	{
		"base"			"Wooden.Base"
		"health"		"20"
		
		"breakable_count"	"2"
	}

	// Wooden blocks, less than 3 foot cubed.
	//	i.e boards, small crates, pallettes, ladders, chairs.
	"Wooden.Medium"
	{
		"base"			"Wooden.Base"
		"health"		"30"
		
		"breakable_count"	"4"
	}

	// Large wooden blocks, less than 5 foot cubed.
	//	i.e Crates, benches.
	"Wooden.Large"
	{
		"base"			"Wooden.Base"
		"health"		"50"
		"physicsmode"		"1"
		"breakable_count"	"6"
	}

	// Huge wooden objects.
	//	i.e Big Wardrobes, bookcases
	"Wooden.Huge"
	{
		"base"			"Wooden.Base"
		"health"		"130"
		"physicsmode"		"1"

		"breakable_count"	"10"
	}

	// small wooden objects
	//	i.e sticks
	"Wooden.sticks"
	{
		"base"			"Wooden.Base"
		"physicsmode"		"1"
		"breakable_count"	"0"
		
	}

	// Breakable Barrels
	// i.e Wine Barrel in de_Inferno
	"Wooden.Barrel"
	{
		"base"			"Wooden.Base"
		"health"		"50"
		"physicsmode"		"1"

		"breakable_count"	"0"
		
	}




//=================================================================================
//		STONE
//=================================================================================
	// Base damage modifiers for stone objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Stone.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"		"1.0"
		"dmg.explosive" 	"1.0"
	}

	// Stone blocks, less than 1 foot cubed
	// i.e. cinderblocks, small rocks.
	"Stone.Small"
	{
		"base"		"Stone.Base"
		"health"	"50"
		"physicsmode"	"3"
	}

	// Medium stone blocks, less than 3 foot cubed
	// i.e. rubble chunks
	"Stone.Medium"
	{
		"base"		"Stone.Base"
		"health"	"100"
	}

	// Large stone blocks, less than 5 foot cubed
	// i.e. big rubble chunks
	"Stone.Large"
	{
		"base"		"Stone.Base"
		"health"	"200"
		"physicsmode"	"1"
	}

	// Huge stone blocks, less than 5 foot cubed
	// i.e. enormous rubble chunks
	"Stone.Huge"
	{
		"base"		"Stone.Base"
		"health"	"400"
		"physicsmode"	"1"
	}

//=================================================================================
//		GLASS
//=================================================================================
	// Base damage modifiers for glass objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Glass.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"		"1.0"
		"dmg.explosive" 	"0.1"		// Trial: Get knocked around more than destroyed?
	}

	// Glass blocks, less than 1 foot cubed
	// i.e. bottles, jugs, glasses.
	"Glass.Small"
	{
		"base"		"Glass.Base"
		"health"	"5"
		"physicsmode"	"3"
		"damage_table"		"glass"
	}

	"Glass.Window"
	{
		"base"			"Glass.Base"
		"dmg.explosive" 	"1.0"		// Override base glass explosive behavior
		"dmg.bullets"		"0.5"
		"health"			"1"
		"physicsmode"		"1"
		"damage_table"		"glass"
	}

	"Glass.CSWindow"
	{
		"base"			"Glass.Window"
		"health"		"1"				// Shatter immediately, even from grenades.
	}

	"Glass.picture"
	{
		"base"			"Glass.Base"
		"physicsmode"		"1"
	}


//=================================================================================
//		METAL
//=================================================================================
	// Base damage modifiers for metal objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Metal.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"		"1.0"
		"dmg.explosive" 	"1.0"

		"health"			"0"		// By default, metal objects aren't breakable
	}

	// Small metal blocks, less than 1 foot cubed
	// i.e. tin cans, paint tins, metal buckets.
	"Metal.Small"
	{
		"base"		"Metal.Base"
	}

	// Medium metal objects.
	// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
	"Metal.Medium"
	{
		"base"		"Metal.Base"
		"physicsmode"	"1"
	}

	// Large metal objects.
	// i.e. ibeams, dumpsters, car bodies, refridgerators
	"Metal.Large"
	{
		"base"		"Metal.Base"
		"physicsmode"	"1"
	}

	// Breakable Medium Metal objects
	"Metal.break"
	{
		"base"		"Metal.Base"
		"physicsmode"	"1"
		"health"	"10"
	}

	// Medium metal objects (Client Side).
	// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
	"Metal.MediumClient"
	{
		"base"		"Metal.Base"
		"physicsmode"	"3"
	}



//=================================================================================
//		PLASTIC
//=================================================================================
	// Base damage modifiers for plastic objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Plastic.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"		"1.0"
		"dmg.explosive" 	"1.0"
		"health"		"0"
	}

	// Plastic blocks, less than 2 foot cubed
	// i.e. plastic cups, plastic milk crates, phones
	"Plastic.Small"
	{
		"base"		"Plastic.Base"
	}

	// Plastic blocks, less than 4 foot cubed
	// i.e. plastic chairs, tables, barrels
	"Plastic.Medium"
	{
		"base"		"Plastic.Base"
	}
	
	// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
	// i.e. computer equipment
	"Plastic.Large"
	{
		"base"		"Plastic.Base"
		"physicsmode"	"1"
	}


	// Breakable medium plastic objects
	"Plastic.break"
	{
		"base"		"Plastic.Base"
		"physicsmode"	"1"
		"health"	"10"
	}

	// Breakable small plastic objects
	"PlasticSmall.break"
	{
		"base"		"Plastic.Base"
		"physicsmode"	"3"
		"health"	"10"
	}



		
//=================================================================================
//		ITEMS
//=================================================================================
	// Base damage modifiers for items
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Item.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"			"1.0"
		"dmg.explosive" 	"1.0"

		"health"			"0"		// By default, metal objects aren't breakable
	}

	// Plastic blocks, less than 2 foot cubed
	// i.e. plastic cups, plastic milk crates, phones
	"Item.Small"
	{
		"base"		"Item.Base"
	}

	// Plastic blocks, less than 4 foot cubed
	// i.e. plastic chairs, tables, barrels
	"Item.Medium"
	{
		"base"		"Item.Base"
	}
	
	// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
	// i.e. computer equipment
	"Item.Large"
	{
		"base"		"Item.Base"
		"physicsmode"	"1"
	}


//=================================================================================
//		POTTERY
//=================================================================================
	// Base damage modifiers for pottery objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Pottery.Base"
	{
		"dmg.bullets"		"1.0"
		"dmg.club"		"1.25"
		"dmg.explosive" 	"1.5"
	}

	// Pottery blocks, less than 2 foot cubed
	// i.e. flowerpots.
	"Pottery.Small"
	{
		"base"		"Pottery.Base"
		"health"	"5"
		"damage_table"		"glass"
	}

	// Medium pottery objects
	// i.e. large flowerpots.
	"Pottery.Medium"
	{
		"base"		"Pottery.Base"
		"health"	"40"
	}

	// Large pottery objects
	// i.e. big chunks of wall plaster
	"Pottery.Large"
	{
		"base"		"Pottery.Base"
		"health"	"70"
		"physicsmode"	"1"
	}

	// Huge pottery objects.
	// i.e. big ornate pottery vessels.
	"Pottery.Huge"
	{
		"base"		"Pottery.Base"
		"health"	"100"
		"physicsmode"	"1"
	}

	// Breakable small pottery
	"Pottery.break"
	{
		"base"		"Pottery.Base"
		"physicsmode"	"3"
		"health"	"20"
	}


//=================================================================================
//		FLESH
//=================================================================================
	// Base damage modifiers for flesh objects
	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
	"Flesh.Base"
	{
		"dmg.bullets"		"1.25"
		"dmg.club"		"1.0"
		"dmg.explosive" 	"1.5"
	}

	// Flesh blocks that should die in a single hit
	// i.e. fruit, food items, gibs.
	"Flesh.Tiny"
	{
		"base"		"Flesh.Base"
		"health"	"3"
	}

	// Flesh blocks, less than 1 foot cubed
	// i.e. fruit, food items, gibs.
	"Flesh.Small"
	{
		"base"		"Flesh.Base"
		"health"	"10"
	}



//=================================================================================
//		BREAKABLE DATA. NOT PROPDATA TYPES.
//=================================================================================
	"BreakableModels"
	{
		// Sorted in order of smallest to largest

		"WoodChunks"
		{
			"models\Gibs\wood_gib01e.mdl"	"1"
			"models\Gibs\wood_gib01d.mdl"	"1"
			"models\Gibs\wood_gib01c.mdl"	"1"
			"models\Gibs\wood_gib01b.mdl"	"1"
			"models\Gibs\wood_gib01a.mdl"	"1"
		}
		"GlassChunks"
		{
			"models\Gibs\Glass_shard01.mdl"	"1"
			"models\Gibs\Glass_shard02.mdl"	"1"
			"models\Gibs\Glass_shard03.mdl"	"1"
			"models\Gibs\Glass_shard04.mdl"	"1"
			"models\Gibs\Glass_shard05.mdl"	"1"
			"models\Gibs\Glass_shard06.mdl"	"1"
		}
		"ConcreteChunks"
		{
			"models\props_debris\concrete_chunk08a.mdl"	"1"
			"models\props_debris\concrete_chunk09a.mdl"	"1"
			"models\props_debris\concrete_chunk03a.mdl"	"1"
			"models\props_debris\concrete_chunk07a.mdl"	"1"
			"models\props_debris\concrete_chunk09a.mdl"	"1"
			"models\props_debris\concrete_chunk02a.mdl"	"1"
		}
		"MetalChunks"
		{
			"models\Gibs\metal_gib1.mdl"			"1"
			"models\Gibs\metal_gib2.mdl"			"1"
			"models\Gibs\metal_gib3.mdl"			"1"
			"models\Gibs\metal_gib4.mdl"			"1"
			"models\Gibs\metal_gib5.mdl"			"1"
		}
	}
}
