moveable_brick_bounce { minDistance 1 maxDistance 15 volume 6 no_dups //sound/impact/misc/1shot_boxfall_01.wav //sound/impact/misc/1shot_boxfall_02.wav sound/nin/trnewcutboxes/b1.wav sound/nin/trnewcutboxes/b10.wav sound/nin/trnewcutboxes/b11.wav sound/nin/trnewcutboxes/b12.wav sound/nin/trnewcutboxes/b13.wav sound/nin/trnewcutboxes/b14.wav sound/nin/trnewcutboxes/b15.wav sound/nin/trnewcutboxes/b16.wav sound/nin/trnewcutboxes/b17.wav sound/nin/trnewcutboxes/b18.wav sound/nin/trnewcutboxes/b19.wav sound/nin/trnewcutboxes/b2.wav sound/nin/trnewcutboxes/b20.wav sound/nin/trnewcutboxes/b21.wav sound/nin/trnewcutboxes/b22.wav sound/nin/trnewcutboxes/b23.wav sound/nin/trnewcutboxes/b24.wav sound/nin/trnewcutboxes/b3.wav sound/nin/trnewcutboxes/b4.wav sound/nin/trnewcutboxes/b5.wav sound/nin/trnewcutboxes/b6.wav sound/nin/trnewcutboxes/b7.wav sound/nin/trnewcutboxes/b8.wav sound/nin/trnewcutboxes/b9.wav sound/nin/trnewcutboxes/box1.wav sound/nin/trnewcutboxes/box2.wav sound/nin/trnewcutboxes/BOX3.wav } ragdoll_bounce { minDistance 1 maxDistance 100 sound/monsters/imp/1shot_thud_05.wav } table_impact { minDistance 1 maxDistance 15 volume 15 sound/nin/table_foley/table_foley_1.wav sound/nin/table_foley/table_foley_4.wav sound/nin/table_foley/table_foley_5.wav sound/nin/table_foley/table_foley_6.wav sound/nin/table_foley/table_foley_8.wav sound/nin/table_foley/table_foley_9.wav sound/nin/table_foley/table_foley_10.wav sound/nin/table_foley/table_foley_16.wav sound/nin/table_foley/table_foley_22.wav sound/nin/table_foley/table_foley_25.wav sound/nin/table_foley/table_foley_34.wav sound/nin/table_foley/table_foley_36.wav sound/nin/table_foley/table_foley_46.wav sound/nin/table_foley/table_foley_47.wav sound/nin/table_foley/table_foley_48.wav sound/nin/table_foley/table_foley_49.wav } barrel_impact { minDistance 1 maxDistance 15 volume 6 sound/nin/barrel/barrel_hit_med_05.wav sound/nin/barrel/metal_barrel_hard_01.wav sound/nin/barrel/metal_barrel_hard_02.wav sound/nin/barrel/metal_barrel_hard_03.wav sound/nin/barrel/Metal_barrel_hard_04.wav sound/nin/barrel/metal_barrel_med_01.wav sound/nin/barrel/metal_barrel_med_02.wav sound/nin/barrel/metal_barrel_med_03.wav sound/nin/barrel/metal_barrel_med_04.wav } bodyparts { minDistance 1 maxDistance 15 volume 6 sound/nin/bodyparts_fall/bodyparts_1.wav sound/nin/bodyparts_fall/bodyparts_2.wav sound/nin/bodyparts_fall/bodyparts_3.wav sound/nin/bodyparts_fall/bodyparts_4.wav sound/nin/bodyparts_fall/bodyparts_5.wav }