// "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.
//
//
"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"
}

//=================================================================================
//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"
}


//=================================================================================
//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"

"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"

"breakable_count""6"
}

// Extra large wooden objects
//i.e posts
"Wooden.ExtraLarge"
{
"base""Wooden.Base"
"health""100"

"breakable_count""8"
}

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

"breakable_count""10"
}




//=================================================================================
//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"
}

// 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"
}

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

//=================================================================================
//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"
"damage_table""glass"
}

"Glass.Window"
{
"base""Glass.Base"
"dmg.explosive" "1.0"// Override base glass explosive behavior
"dmg.bullets""0.5"
"health""15"
"damage_table""glass"
}


//=================================================================================
//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"
}

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




//=================================================================================
//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"
}



//=================================================================================
//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"
}


//=================================================================================
//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"
}

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


//=================================================================================
//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"
}
}
}
