<!--stonecold decals file-->
<decals>
  <pools>
    <pool name="small" memory="200"/>
    <pool name="big" memory="200"/>
    <pool name="permanent" memory="200"/>
    <pool name="none" memory="0"/>
  </pools>

  	<!-- Bullet Parallax Preset Materials -->
	<materials version="1">
        <material name="bullet_decal_parallax" render_template="bullet_decal_parallax" version="2">
            <diffuse_texture file="effects/decals/decals_atlas_df"/>
            <bump_normal_texture file="effects/decals/decals_atlas_dnm"/>
            <variable value="0.03" type="scalar" name="parallax_scale"/>
            <variable value="13" type="scalar" name="parallax_layers"/>
        </material>
        <material name="bullet_decal" render_template="bullet_decal" version="2">
            <diffuse_texture file="effects/decals/decals_atlas_df"/>
            <bump_normal_texture file="effects/decals/decals_atlas_dnm"/>
        </material>
        <material name="bullet_decal_debug" render_template="bullet_decal" version="2">
            <diffuse_texture file="effects/decals/decals_debug_df"/>
            <bump_normal_texture file="effects/decals/decals_debug_dnm"/>
        </material>
    </materials>

  	<!-- <material name="none"/> -->
	<!-- Particles -->
	<material name="foliage">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/bush_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/bush_impact_pd2"/>
	</material>
	<material name="thin_layer">
		<effect name="bullet_hit" decal_type="bullet_hit_thin_layer" redirect="effects/payday2/particles/impacts/thin_layer_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/thin_layer_impact_pd2"/>
	</material>
	<material name="carpet">
		<effect name="bullet_hit" decal_type="bullet_hit_carpet" redirect="effects/payday2/particles/impacts/cloth_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/cloth_impact_pd2"/>
	</material>
	<material name="cloth">
		<effect name="bullet_hit" decal_type="bullet_hit_cloth" redirect="effects/payday2/particles/impacts/cloth_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/cloth_impact_pd2"/>
	</material>	
	<material name="cloth_stuffed">
		<effect name="bullet_hit" decal_type="bullet_hit_cloth_stuffed" redirect="effects/payday2/particles/impacts/cloth_stuffed_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/cloth_stuffed_impact_pd2"/>
	</material>	
	<material name="grass">
		<effect name="bullet_hit" decal_type="bullet_hit_dirt" redirect="effects/payday2/particles/impacts/grass_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/grass_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/dirt_explosion_impact_pd2"/>
	</material>
	<!--material name="gravel">
		<effect name="bullet_hit" decal_type="bullet_hit_dirt" redirect="effects/particles/bullet_hit/gravel/bullet_hit_gravel" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material-->
	<material name="fence">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
	</material>
	<material name="steel">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="metal">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="metal_catwalk">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/sheet_metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="metal_chassis">
		<effect name="bullet_hit" decal_type="bullet_hit_sheet_metal" redirect="effects/payday2/particles/impacts/sheet_metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="metal_hollow">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="sheet_metal">
		<effect name="bullet_hit" decal_type="bullet_hit_sheet_metal" redirect="effects/payday2/particles/impacts/sheet_metal_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/saw_metal_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/metal_explosion_impact_pd2"/>
	</material>
	<material name="plastic">
		<effect name="bullet_hit" decal_type="bullet_hit_plastic" redirect="effects/payday2/particles/impacts/thin_layer_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/thin_layer_impact_pd2"/>
	</material>
	<material name="glass_breakable">
		<effect name="bullet_hit" decal_type="bullet_hit_glass_breakable" redirect="effects/payday2/particles/impacts/glass_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/glass_impact_pd2"/>
	</material>
	<material name="glass">
		<effect name="bullet_hit" decal_type="bullet_hit_glass_breakable" redirect="effects/payday2/particles/impacts/glass_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/glass_impact_pd2"/>
	</material>
	<material name="glass_unbreakable">
		<effect name="bullet_hit" decal_type="bullet_hit_glass_unbreakable" redirect="effects/payday2/particles/impacts/glass_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/glass_impact_pd2"/>
	</material>
	<material name="marble">
		<effect name="bullet_hit" decal_type="bullet_hit_marble" redirect="effects/payday2/particles/impacts/marble_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/marble_impact_pd2"/>
	</material>
	<material name="tile">
		<effect name="bullet_hit" decal_type="bullet_hit_marble" redirect="effects/payday2/particles/impacts/marble_impact_pd2" />
		<effect name="blood_spatter" decal_type="wet_blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/marble_impact_pd2"/>
	</material>
	<material name="concrete">
		<effect name="bullet_hit" decal_type="bullet_hit_concrete" redirect="effects/payday2/particles/impacts/concrete_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/concrete_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/concrete_explosion_impact_pd2"/>
	</material>
	<material name="plaster">
		<effect name="bullet_hit" decal_type="bullet_hit_plaster" redirect="effects/payday2/particles/impacts/concrete_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/concrete_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/concrete_explosion_impact_pd2"/>
	</material>
	<material name="asphalt">
		<effect name="bullet_hit" decal_type="bullet_hit_asphalt" redirect="effects/payday2/particles/impacts/concrete_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/concrete_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/concrete_explosion_impact_pd2"/>
	</material>
	<material name="snow">
		<effect name="bullet_hit" decal_type="bullet_hit_snow" redirect="effects/payday2/particles/impacts/snow_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/snow_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/dirt_explosion_impact_pd2"/>
	</material>
	<material name="ice">
		<effect name="bullet_hit" decal_type="bullet_hit_ice" redirect="effects/payday2/particles/impacts/ice_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/ice_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/dirt_explosion_impact_pd2"/>
	</material>
	<material name="cash">
		<effect name="bullet_hit" decal_type="bullet_hit_thin" redirect="effects/payday2/particles/impacts/money_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/money_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/dirt_explosion_impact_pd2"/>
	</material>
	<!--material name="sand">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/particles/bullet_hit/sand/bullet_hit_sand" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
  	</material-->
	<material name="stone">
		<effect name="bullet_hit" decal_type="bullet_hit_concrete" redirect="effects/payday2/particles/impacts/stone_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/stone_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" redirect="effects/payday2/particles/impacts/stone_explosion_impact_pd2"/>
	</material>
	<!--material name="water_shallow">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/particles/bullet_hit/water/bullet_hit_water" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material-->
	<!--material name="water_deep">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/particles/bullet_hit/water/bullet_hit_water" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material-->
	<material name="water_puddle">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/water_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/water_impact_pd2"/>
		<effect name="explosion_std" decal_type="explosion_std" /> <!-- redirect="effects/particles/explosions/suburbia_pool_explosion"/> -->
	</material>
	<material name="wood">
		<effect name="bullet_hit" decal_type="bullet_hit_wood" redirect="effects/payday2/particles/impacts/wood_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/wood_impact_pd2"/>
	</material>
	<material name="hardwood">
		<effect name="bullet_hit" decal_type="bullet_hit_wood" redirect="effects/payday2/particles/impacts/wood_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/wood_impact_pd2"/>
	</material>
	<material name="rubber">
		<effect name="bullet_hit" decal_type="bullet_hit_rubber"  redirect="effects/payday2/particles/impacts/rubber_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>	
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/rubber_impact_pd2"/>
	</material>
	<material name="ceramic">
		<effect name="bullet_hit" decal_type="bullet_hit_concrete" redirect="effects/payday2/particles/impacts/ceramic_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/ceramic_impact_pd2"/>
	</material>
	<material name="paper">
		<effect name="bullet_hit" decal_type="bullet_hit_paper" redirect="effects/payday2/particles/impacts/paper_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/paper_impact_pd2"/>
	</material>
	<material name="shield">
		<effect name="bullet_hit" decal_type="bullet_hit_metal" redirect="effects/payday2/particles/impacts/steel_no_decal_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/steel_no_decal_impact_pd2"/>
	</material>
	<material name="aim_debug">
		<effect name="bullet_hit" decal_type="bullet_hit_aim_debug" redirect="effects/payday2/particles/impacts/sheet_metal_impact_pd2" />
		<!--
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
		<effect name="saw" decal_type="decal_saw" redirect="effects/payday2/particles/impacts/concrete_impact_pd2"/>
		-->
	</material>
	<!-- Particles END -->
	
	<!-- BEINGS -->
	<material name="flesh">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/blood/blood_impact_a"/>
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>
	<material name="steel_no_decal">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/steel_no_decal_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>
	<material name="helmet">
		<effect name="bullet_hit" decal_type="bullet_hit_metal_blank" redirect="effects/payday2/particles/impacts/steel_no_decal_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>	
	<material name="heavy_swat_steel_no_decal">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/heavy_swat_steel_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>	
	<material name="glass_no_decal">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/particles/bullet_hit/glass_unbreakable/bullet_hit_glass_unbreakable" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>
	<material name="cloth_no_decal">
		<effect name="bullet_hit" decal_type="blank" redirect="effects/payday2/particles/impacts/cloth_impact_pd2" />
		<effect name="blood_spatter" decal_type="blood_spatter_decal"/>
	</material>	
	<material name="no_decal">
		<effect name="bullet_hit"    decal_type="blank" redirect="effects/payday2/particles/impacts/nothing_pd2"/>
		<effect name="blood_spatter" decal_type="blank"/>
	</material>
	<!-- BEINGS END -->

	<!-- DECALS -->
	<!-- <decal_type name="none" pool="none" soft_limit="0" limit="0" min_distance="0" projection="planar" size_min="1 1 1" size_max="1 1 1" sustain="0" release="0" diffuse_texture="core/textures/default_texture_df" render_template="decal:DIFFUSE_TEXTURE"/> -->
	<decal_type name="blank" pool="none" soft_limit="0" limit="0" min_distance="0" projection="planar" size_min="1 1 1" size_max="1 1 1" sustain="0" release="0" diffuse_texture="core/textures/default_texture_df" render_template="decal:DIFFUSE_TEXTURE"/>
	<!--METAL-->
	<decal_type name="bullet_hit_metal" rotate_min="0" rotate_max="360" min_distance="8" projection="linear" size_min="10 10 10" size_max="15 15 15" sustain="20" release="2" material="bullet_decal_parallax" >
		<variation uv_rect="0.0 0.0				0.125 0.125 "/>
		<variation uv_rect="0.125 0.0			0.125 0.125 "/>
		<variation uv_rect="0.0 0.125			0.125 0.125 "/>
		<variation uv_rect="0.125 0.125			0.125 0.125 "/>
	</decal_type>
	
	<!--"BLANK" METAL IMPACTS -->
	<decal_type name="bullet_hit_metal_blank" pool="none" rotate_min="0" rotate_max="360" min_distance="8" projection="linear" size_min="5 1 5" size_max="5 1 5" sustain="20" release="2" material="bullet_decal_parallax" >
		<variation uv_rect="0.0 0.0				0.125 0.125 "/>
		<variation uv_rect="0.125 0.0			0.125 0.125 "/>
		<variation uv_rect="0.0 0.125			0.125 0.125 "/>
		<variation uv_rect="0.125 0.125			0.125 0.125 "/>
	</decal_type>	
	
	<!--SHEET METAL-->
	<decal_type name="bullet_hit_sheet_metal" pool="big" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="15 15 5" size="20.0 20.0 20" sustain="20" release="2" memory_limit="45000" material="bullet_decal_parallax" >
		<variation uv_rect="0.25 0 			0.125 0.125 "/>
		<variation uv_rect="0.375 0 		0.125 0.125 "/>
		<variation uv_rect="0.25 0.125  	0.125 0.125 "/>
		<variation uv_rect="0.375 0.125 	0.125 0.125 "/>
	</decal_type>

	<!--GLASS BREAKABLE-->	
	<decal_type name="bullet_hit_glass_breakable" backface_culling="false" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="20.0 20.0 20" size_max="40.0 40.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal" >
		<variation uv_rect="0.25 0.25 		0.125 0.125 " />
		<variation uv_rect="0.25 0.375 		0.125 0.125 " />
		<variation uv_rect="0.375 0.25 		0.125 0.125 " />
		<variation uv_rect="0.375 0.375 	0.125 0.125 " />
	</decal_type>
	
	<!--GLASS UNBREAKABLE-->	
	<decal_type name="bullet_hit_glass_unbreakable" backface_culling="false" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="30 30 20" size_max="50 50 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal" >
		<variation uv_rect="0.25 0.25 		0.125 0.125 " />
		<variation uv_rect="0.25 0.375 		0.125 0.125 " />
		<variation uv_rect="0.375 0.25 		0.125 0.125 " />
		<variation uv_rect="0.375 0.375 	0.125 0.125 " />
	</decal_type>
	
	<!--WOOD--> 
	<decal_type name="bullet_hit_wood" min_distance="8" rotate_min="0" rotate_max="360" projection="planar" size_min="10 10 15" size_max="15 15 15" sustain="20" release="2" material="bullet_decal_parallax" >
		<variation uv_rect="0.75 0 			0.125 0.125 " />
		<variation uv_rect="0.875 0			0.125 0.125 " />
		<variation uv_rect="0.75 0.125 	  	0.125 0.125 " />
		<variation uv_rect="0.875 0.125 	0.125 0.125 " />
	</decal_type>
	
	<!--THIN LAYER--> 
	<decal_type name="bullet_hit_thin_layer" min_distance="8" rotate_min="0" rotate_max="360" projection="planar" size_min="8 8 20" size_max="12 12 20" sustain="20" release="2" material="bullet_decal_parallax" >
		<variation uv_rect="0.125 0.25 		0.125 0.125 " />		
	</decal_type>
	
	<!--CARPET-->	
	<decal_type name="bullet_hit_carpet" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="8 8 10" size_max="12 12 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0 0.5 			0.125 0.125 " />
		<variation uv_rect="0.125 0.5 		0.125 0.125 " />
		<variation uv_rect="0 0.625 		0.125 0.125 " />
		<variation uv_rect="0.125 0.625		0.125 0.125 " />
	</decal_type>
	
	<!--CLOTH-->	
	<decal_type name="bullet_hit_cloth" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="12 12 10" size_max="14 14 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0 0.5 			0.125 0.125 " />
		<variation uv_rect="0.125 0.5 		0.125 0.125 " />
		<variation uv_rect="0 0.625 		0.125 0.125 " />
		<variation uv_rect="0.125 0.625		0.125 0.125 " />
	</decal_type>
	
	<!--CLOTH STUFFED-->	
	<decal_type name="bullet_hit_cloth_stuffed" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="10 10 10" size_max="16 16 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.375 0.5		0.125 0.125 " />
		<variation uv_rect="0.25 0.5  		0.125 0.125 " />
		<variation uv_rect="0.375 0.625 	0.125 0.125 " />
		<variation uv_rect="0.25 0.625 		0.125 0.125 " />
	</decal_type>
	
	<!--RUBBER-->	
	<decal_type name="bullet_hit_rubber" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="12 12 20" size_max="16 16 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.125 0.25 		0.125 0.125 " />
		<variation uv_rect="0.0 0.25 		0.125 0.125 " />
		<variation uv_rect="0.0 0.375 		0.125 0.125 " />
		<variation uv_rect="0.125 0.375 	0.125 0.125 " />
	</decal_type>
	
	<!--MARBLE-->	
	<decal_type name="bullet_hit_marble" soft_limit="120" limit="150" projection="planar" size_min="20.0 20.0 20" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.75 0.25 		0.125 0.125 " />
		<variation uv_rect="0.875 0.25	 	0.125 0.125 " />
		<variation uv_rect="0.75 0.375 		0.125 0.125 " />
		<variation uv_rect="0.875 0.375 	0.125 0.125 " />
	</decal_type>
	
	<!--CONCRETE-->	
	<decal_type name="bullet_hit_concrete"  soft_limit="120" limit="150" projection="planar" size_min="20.0 20.0 20" size_max="40.0 40.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.5 0.0 		0.125 0.125 " />
		<variation uv_rect="0.625 0.0 		0.125 0.125 " />
		<variation uv_rect="0.625 0.125		0.125 0.125 " />
		<variation uv_rect="0.5 0.125 		0.125 0.125 " />
	</decal_type>
	
	<!--PLASTER-->	
	<decal_type name="bullet_hit_plaster" soft_limit="120" limit="150" projection="planar" size_min="20.0 20.0 20" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax">
		<variation uv_rect="0.5 0.5			0.125 0.125 " />
		<variation uv_rect="0.5 0.625	 	0.125 0.125 " />
		<variation uv_rect="0.625 0.5 		0.125 0.125 " />
		<variation uv_rect="0.625 0.625 	0.125 0.125 " />
	</decal_type>
	
	<!--STONE-->	
	<decal_type name="bullet_hit_stone" soft_limit="120" limit="150" projection="planar" size_min="14.0 14.0 20" size_max="18.0 18.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0 0.625 		0.25 0.0625 " />
		<variation uv_rect="0 0.6875 		0.25 0.0625 " />
		<variation uv_rect="0.25 0.625 		0.25 0.0625 " />
		<variation uv_rect="0.25 0.6875 	0.25 0.0625 " />
	</decal_type>

	<!--DIRT-->	
	<decal_type name="bullet_hit_dirt" soft_limit="120" limit="150" projection="planar" size_min="16.0 16.0 10" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.5 0.25 		0.125 0.125 " />
		<variation uv_rect="0.625 0.25	 	0.125 0.125 " />
		<variation uv_rect="0.5 0.375 		0.125 0.125 " />
		<variation uv_rect="0.625 0.375 	0.125 0.125 " />
	</decal_type>

	<!--ASPHALT-->	
	<decal_type name="bullet_hit_asphalt" soft_limit="120" limit="150" projection="planar" size_min="14.0 14.0 20" size_max="18.0 18.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.5 0.0 		0.125 0.125 " />
		<variation uv_rect="0.625 0.0 		0.125 0.125 " />
		<variation uv_rect="0.625 0.125		0.125 0.125 " />
		<variation uv_rect="0.5 0.125 		0.125 0.125 " />
	</decal_type>
	
	<!--PLASTIC-->	
	<decal_type name="bullet_hit_plastic" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="20.0 20.0 20" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.125 0.25 		0.125 0.125 " />
		<variation uv_rect="0.0 0.25 		0.125 0.125 " />
		<variation uv_rect="0.0 0.375 		0.125 0.125 " />
		<variation uv_rect="0.125 0.375 	0.125 0.125 " />
	</decal_type>

	<!--SNOW-->
	<decal_type name="bullet_hit_snow" soft_limit="120" limit="150" projection="planar" size_min="16.0 16.0 10" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.5 0.75 		0.125 0.125 " />
		<variation uv_rect="0.625 0.75	 	0.125 0.125 " />
		<variation uv_rect="0.5 0.875 		0.125 0.125 " />
		<variation uv_rect="0.625 0.875 	0.125 0.125 " />
	</decal_type>

	<!--ICE-->
	<decal_type name="bullet_hit_ice" soft_limit="120" limit="150" projection="planar" size_min="16.0 16.0 10" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.25 0.75 		0.125 0.125 " />
		<variation uv_rect="0.375 0.75	 	0.125 0.125 " />
		<variation uv_rect="0.25 0.875 		0.125 0.125 " />
		<variation uv_rect="0.375 0.875 	0.125 0.125 " />
	</decal_type>

	<!--SAW-->	
	<decal_type name="decal_saw" rotate_min="-1" rotate_max="1" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="20.0 20.0 20" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.0 0.75 		0.125 0.25 " />
		<variation uv_rect="0.125 0.75 		0.125 0.25 " />
	</decal_type>

	<!--FLEASH-->
	<decal_type name="bullet_hit_flesh" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="8.0 8.0 10" size_max="20.0 20.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0.75 0.5 		0.125 0.125 " />
		<variation uv_rect="0.875 0.5 		0.125 0.125 " />
		<variation uv_rect="0.75 0.625 		0.125 0.125 " />
		<variation uv_rect="0.875 0.625 	0.125 0.125 " />

	</decal_type>
	
	<!--PAPER-->
	<decal_type name="bullet_hit_paper" rotate_min="0" rotate_max="360" soft_limit="120" limit="150" min_distance="8" projection="planar" size_min="5 5 10" size_max="8 8 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_parallax" >
		<variation uv_rect="0 0.5 			0.125 0.125 " />
		<variation uv_rect="0.125 0.5 		0.125 0.125 " />
		<variation uv_rect="0 0.625 		0.125 0.125 " />
		<variation uv_rect="0.125 0.625		0.125 0.125 " />
	</decal_type>
	
	
	<!--On area blood splatter -->
	
	<decal_type name="wet_blood_spatter_decal" rotate_min="0" rotate_max="360" pool="big" min_distance="50" projection="planar" size_min ="120 120 20" size_max ="200 200 30" sustain="30" release="2" diffuse_texture="effects/decals/blood_splatter/splatter_decal_df" bump_normal_texture="effects/decals/blood_splatter/splatter_decal_nm" render_template="bullet_decal">
		<variation uv_rect="0.0 0.5 		0.5 0.5"/>
		<variation uv_rect="0.5 0.5 		0.5 0.5"/>
		<variation uv_rect="0.5 1.0 		0.5 0.5"/>
		<variation uv_rect="0.5 0.0 		0.5 0.5"/>
	</decal_type>
	
	<decal_type name="blood_spatter_decal" rotate_min="0" rotate_max="360" pool="big" min_distance="50" projection="planar" size_min ="120 120 20" size_max ="200 200 30" sustain="30" release="2" diffuse_texture="effects/decals/blood_splatter/splatter_decal_df" bump_normal_texture="effects/decals/blood_splatter/splatter_decal_nm" render_template="bullet_decal">
		<variation uv_rect="0.0 0.5 		0.5 0.5"/>
		<variation uv_rect="0.5 0.5 		0.5 0.5"/>
		<variation uv_rect="0.5 1.0 		0.5 0.5"/>
		<variation uv_rect="0.5 0.0 		0.5 0.5"/>
	</decal_type>
	
	<decal_type name="explosion_std" rotate_min="0" rotate_max="360" pool="big" projection="linear" size_min="245.0 245.0 10" size_max="294.0 294.0 10" sustain="60" release="1" diffuse_texture="effects/decals/explosions/explosion_std_df" bump_normal_texture="effects/decals/explosions/explosion_std_nm" render_template="bullet_decal"/>
	<decal_type name="explosion_round" rotate_min="0" rotate_max="360" pool="big" projection="linear" size_min="45.0 45.0 10" size_max="94.0 94.0 10" sustain="60" release="1" diffuse_texture="effects/decals/explosions/explosive_round_df" bump_normal_texture="effects/decals/explosions/explosive_round_nm" render_template="bullet_decal"/>
	<!-- <decal_type name="explosion_std" rotate_min="0" rotate_max="0" pool="big" projection="planar" size_min="200.0 200.0 10" size_max="200.0 200.0 10" sustain="60" release="1" diffuse_texture="effects/decals/explosions/explosion_std_df" bump_normal_texture="effects/decals/explosions/explosion_std_nm" render_template="bullet_decal"/> -->
	
	<!--DEBUG!--> 
	<decal_type name="none" soft_limit="120" limit="150" projection="planar" size_min="20.0 20.0 2.0" size_max="30.0 30.0 2.0" sustain="20" release="2" memory_limit="500000" diffuse_texture="units/white_df" bump_normal_texture="units/white_df" render_template="bullet_decal" >
		<variation uv_rect="0 0 			0.5 0.5" />
		<variation uv_rect="0.5 0 			0.5 0.5" />
		<variation uv_rect="0.5 0.5 		0.5 0.5" />
		<variation uv_rect="0 0.5 			0.5 0.5" />
	</decal_type>
	
	<decal_type name="bullet_hit_aim_debug" soft_limit="120" limit="150" projection="planar" size_min="12.0 12.0 10" size_max="12.0 12.0 20" sustain="20" release="2" memory_limit="500000" material="bullet_decal_debug" >
		<variation uv_rect="0.0 0.0 		1.0 1.0" />
	</decal_type>
</decals>


<!-- RESOURCES; COPY/PASTE STUFF IF NEEDED 
		<effect name="player_footstep_run" decal_type="none" redirect="effects/particles/character/player/footstep_cloth_run"/>  	!!Footstep while running!!
		<effect name="player_footstep_walk" decal_type="none" redirect="effects/particles/character/player/footstep_cloth_walk"/>  	!!Footstep while walking!!
		<effect name="bullet_hit" decal_type="bullet_hit_cloth" redirect="bullet_impact_stone" />   								!!Bullet hitting the material!!
		<effect name="m240_bullet_hit" decal_type="bullet_hit_cloth" redirect="bullet_impact_stone"   />  							!!Special bullet hitting material!!
		<effect name="grenade_exp" decal_type="grenade_exp_std" /> 	 																!!Grenade impact effecting the material!!
		<effect name="exp" decal_type="grenade_exp_std" />																			!!Explosion effecting the material!!
		<effect name="blood_splat" decal_type="blood_splat_std"/>																	!!blood splats used on material!!
		
		!!!!!!!!!!!!!!RANDOM/OLD/UNUSED/UNNECESSARY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
		
		<effect name="paint_splat" decal_type="paint_splat_std"/>																	!!paint splash used on material!!
		<effect name="footstep" decal_type="none" />
		<effect name="kneeslide" decal_type="none" />
		<effect name="slide" decal_type="none" />
		<effect name="wallrun" decal_type="none" />
		<effect name="cover_slide" decal_type="none" />
		<effect name="cover_enter" decal_type="none" />
		<effect name="tumble" decal_type="none" />
		<effect name="roll" decal_type="none" />
		<effect name="curved_windtrail" decal_type="none" />
-->