cstrike/decls/sound/player.sndshd

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player.headshot
{
sample player/headshot1.wav
sample player/headshot2.wav
sample player/headshot3.wav
}
player.headshotarmor
{
sample player/bhit_helmet-1.wav
}
player.hitarmor
{
sample player/bhit_kevlar-1.wav
}
Player.Pain
{
sample player/pl_pain2.wav
sample player/pl_pain4.wav
sample player/pl_pain5.wav
sample player/pl_pain6.wav
sample player/pl_pain7.wav
}
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Player.FallDamage
{
sample player/pl_pain2.wav
sample player/pl_pain7.wav
}
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Player.LightFall
{
sample player/pl_fallpain1.wav
}
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Player.Death
{
sample player/die1.wav
sample player/die2.wav
sample player/die3.wav
sample player/death6.wav
}
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Player.GaspLight
{
sample common/null.wav
}
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Player.GaspHeavy
{
sample common/null.wav
}
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Player.WaterExit
{
sample player/pl_wade1.wav
sample player/pl_wade3.wav
}
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Player.WaterEnter
{
sample player/pl_wade2.wav
sample player/pl_wade4.wav
}
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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 player/pl_wade1.wav
sample player/pl_wade2.wav
sample player/pl_wade3.wav
sample player/pl_wade4.wav
}
Player.Swim
{
sample player/pl_swim1.wav
sample player/pl_swim2.wav
sample player/pl_swim3.wav
sample player/pl_swim4.wav
}
Player.PickupWeapon
{
sample items/gunpickup2.wav
}