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Structures/SurfacePropertyData#512056

<cat>struct</cat>⤶ <structure>⤶ <description>Table returned by <page>util.GetSurfaceData</page>.</description>⤶ <fields>{{StructureField|string|name|The name of the surface property, identical to <page>util.GetSurfacePropName</page>.</fields>⤶ ⤶ </structure>⤶ ⤶ {{StructureField|number|hardnessFactor|How hard a surface is. If this is greater than or equal to another surfaces's hardThreshold, a hard impact sound will be used.}}{{StructureField|number|hardThreshold|Hardness threshold for impact sounds. HitSurface.hardnessFactor &gt;= InflictorSurface.hardThreshold - hard impact sound (depends on hardVelocityThreshold's value), HitSurface.hardnessFactor &lt; InflictorSurface.hardThreshold - soft impact sound (always).}}{{StructureField|number|hardVelocityThreshold|Velocity threshold for impact sounds. impactSpeed &gt;= HitSurface.hardVelocityThreshold - hard impact sound (depends on hardThreshold's value), impactSpeed &lt; HitSurface.hardVelocityThreshold - soft impact sound (always).}}{{StructureField|number|reflectivity|Amount of sound reflected from the surface represented as a number 0.0 - 1.0. 0 - no reflection, 1 - fully reflected.}}{{StructureField|number|roughnessFactor|How rough a surface is. If this is greater than or equal to another surfaces's roughThreshold, a rough scrape sound will be used.}}{{StructureField|number|roughThreshold|Roughness threshold for friction sounds. HitSurface.roughnessFactor &gt;= InflictorSurface.roughThreshold - rough friction sound, HitSurface.roughnessFactor &lt; InflictorSurface.roughThreshold - soft friction sound.}}{{StructureField|number|climbable|Indicates whether or not the surface is a ladder. Used to detect whether a player is on a ladder. 0 - false, &gt; 0 - true.}}{{StructureField|number|jumpFactor|Scalar multiplier for player jump height - or more accurately, applied z-axis velocity on a surface. For example, 1 - normal jump, 2 - twice as high, and 0.5 - half as high.}}{{StructureField|number|material|The surface material. See <page>MAT</page>.}}{{StructureField|number|maxSpeedFactor|Scalar multiplier for player speed. Achieves this by multiplying <page>CMoveData:SetMaxSpeed</page> in <page>GM:Move</page>.}}{{StructureField|number|dampening|This is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot).⤶ ⤶ ⤶ }}{{StructureField|number|density|Material density in kg / m^3 (water is 1000). If a surface's density is &lt; 1000, it will float in water. This is used to calculate the total mass of an object.}}{{StructureField|number|elasticity|Collision elasticity - used to compute coefficient of restitution represented as a number 0.0 - 1.0. 0.01 is soft, 1.0 is hard.}}{{StructureField|number|friction|Physical friction used to slow entities touching the surface represented as a number 0.0 - 1.0. 0.01 is slick, 1.0 is completely rough.}}{{StructureField|number|thickness|Material thickness. If this is 0, the material is not volumetrically solid, and thus the object mass will be calculated as "volume * 0.0254^3 * density" where 0.0254 is meters per inch. If non-zero, the mass will be "surfacearea * thickness * 0.0254^3 * density".}}{{StructureField|string|breakSound|Sound to play when a prop or func_breakable is broken.}}{{StructureField|string|bulletImpactSound|Bullet impact sound with this surface.}}{{StructureField|string|impactHardSound|Physical impact sound when hitting surfaces hard.}}{{StructureField|string|impactSoftSound|Physical impact sound when hitting surfaces softly.}}{{StructureField|string|rollingSound|Unused sound.}}{{StructureField|string|scrapeRoughSound|Friction sound when roughly scraping against an entity.}}{{StructureField|string|scrapeSmoothSound|Friction sound when smoothly scraping against an entity.}}{{StructureField|string|stepLeftSound|Footstep sound for left foot.}}{{StructureField|string|stepRightSound|Footstep sound for right foot.}}{{StructureField|string|strainSound|Unused sound.}}⤶ }}