Player.FallDamage { sample common/null.wav } Player.LightFall { sample footsteps/land_stone.wav } Player.Death { sample common/null.wav } Player.GaspLight { sample common/null.wav } Player.GaspHeavy { sample common/null.wav } Player.WaterExit { sample common/null.wav } Player.WaterEnter { sample common/null.wav } Player.DenyWeaponSelection { follow omnidirectional attenuation none volume 0.5 sample common/wpn_denyselect.wav } Player.WeaponSelected { follow omnidirectional attenuation none volume 0.5 sample common/wpn_select.wav } Player.WeaponSelectionMoveSlot { follow omnidirectional attenuation none volume 0.5 sample common/wpn_moveselect.wav } Player.WeaponSelectionOpen { follow omnidirectional attenuation none volume 0.5 sample common/wpn_hudon.wav } Player.WeaponSelectionClose { follow omnidirectional attenuation none volume 0.5 sample common/wpn_hudoff.wav } Player.FlashLightOn { follow volume 0.8 sample items/flashlight1.wav } Player.FlashLightOff { follow volume 0.8 sample items/flashlight1.wav } SprayCan.Paint { sample player/sprayer.wav } Player.Wade { sample footsteps/water_wade01.wav sample footsteps/water_wade02.wav } Player.Swim { sample player/pl_swim1.wav sample player/pl_swim2.wav sample player/pl_swim3.wav sample player/pl_swim4.wav }