materials
{
  stone
  metal
  grass
  plastic
}

pair_default&default
{

  elasticity=0.4
  collide=1
  static_friction=0.9
  kinetic_friction=0.5
  softness=0.1

  sound
  {
    impact
    {
      file=light_imp_4.wav
      factor=100.0
      speedthreshold=1.0

      ; default probably doesn't have particles
      ; because default isn't a real material...
      ; particlesystem=wallcrash
    }
  
    scratch
    {
      file=metal_scrape.wav
      factor=0.003
      ;factor=0.00003
      forcethreshold=100.0
      anglethreshold=0.8
      smoothness=0.90

      ; default probably doesn't have particles
      ; because default isn't a real material...
      particlesystem=sparks
    }
  }
}

; just to make sure that uninitialized materials also get sparks and stuff
pair_metal&default
{

  elasticity=0.4
  collide=1
  static_friction=0.9
  kinetic_friction=0.5
  softness=0.1

  sound
  {
    impact
    {
      file=light_imp_4.wav
      factor=100.0
      speedthreshold=1.0
      
      ; particlesystem=wallcrash
    }
  
    scratch
    {
      file=metal_scrape.wav
      factor=0.00003
      forcethreshold=100.0
      anglethreshold=0.8
      smoothness=0.90

      particlesystem=sparks
    }
  }
}

pair_metal&metal
{
  elasticity=0.4
  collide=1
  static_friction=0.9
  kinetic_friction=0.5
  softness=0.1

  sound
  {
    impact
    {
      file=light_imp_4.wav
      factor=0.2
      speedthreshold=1.0
      particlesystem=sparks
    }
    scratch
    {
      file=metal_scrape.wav
      factor=0.00003
      forcethreshold=100.0
      anglethreshold=0.8
      smoothness=0.90
      particlesystem=sparks
    }
  }
}

pair_metal&stone
{
  sound
  {
    impact
    {
      file=light_imp_2.wav
      factor=0.2
      speedthreshold=1.0
      ; particlesystem=wallcrash
    }
    scratch
    {
      file=stone_scrape.wav
      factor=0.00003
      forcethreshold=100.0
      anglethreshold=0.8
      smoothness=0.90
      particlesystem=smoke
    }
  }
}

pair_metal&plastic
{
  elasticity=0.4
  collide=1
  static_friction=0.9
  kinetic_friction=0.5
  softness=0.1

  sound
  {
    impact
    {
      file=shift_in.wav
      factor=100.0
      speedthreshold=1.0
      ; particlesystem=wallcrash
    }
  
    scratch
    {
      file=rain.wav
      factor=0.00003
      forcethreshold=100.0
      anglethreshold=0.8
      smoothness=0.90

      particlesystem=sparks
    }
  }
}
