Added the rest of the ambient sound ents from Quake, apparently Valve also left into ambient_suck_wind by mistake...
This commit is contained in:
parent
21d87cba33
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b428d5ed81
9 changed files with 386 additions and 0 deletions
47
src/server/ambient_comp_hum.qc
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47
src/server/ambient_comp_hum.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a computer noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_comp_hum:ambient_generic
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{
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public:
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void ambient_comp_hum(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_comp_hum::ambient_comp_hum(void)
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{
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}
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void
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ambient_comp_hum::Spawned(void)
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{
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m_strSpawnPath = "ambience/computalk1.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_drone.qc
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47
src/server/ambient_drone.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a droning noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_drone:ambient_generic
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{
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public:
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void ambient_drone(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_drone::ambient_drone(void)
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{
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}
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void
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ambient_drone::Spawned(void)
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{
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m_strSpawnPath = "ambience/alien_powernode.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_flouro_buzz.qc
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47
src/server/ambient_flouro_buzz.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a broken fluorescent light noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_flouro_buzz:ambient_generic
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{
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public:
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void ambient_flouro_buzz(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_flouro_buzz::ambient_flouro_buzz(void)
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{
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}
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void
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ambient_flouro_buzz::Spawned(void)
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{
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m_strSpawnPath = "ambience/sparks.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_light_buzz.qc
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47
src/server/ambient_light_buzz.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a fluorescent light noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_light_buzz:ambient_generic
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{
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public:
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void ambient_light_buzz(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_light_buzz::ambient_light_buzz(void)
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{
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}
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void
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ambient_light_buzz::Spawned(void)
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{
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m_strSpawnPath = "ambience/signalgear1.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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49
src/server/ambient_suck_wind.qc
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49
src/server/ambient_suck_wind.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a wind noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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It's only used once in Deathmatch Classic.
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*/
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class
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ambient_suck_wind:ambient_generic
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{
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public:
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void ambient_suck_wind(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_suck_wind::ambient_suck_wind(void)
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{
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}
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void
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ambient_suck_wind::Spawned(void)
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{
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m_strSpawnPath = "ambience/wind1.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_swamp1.qc
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47
src/server/ambient_swamp1.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a swampish noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_swamp1:ambient_generic
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{
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public:
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void ambient_swamp1(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_swamp1::ambient_swamp1(void)
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{
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}
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void
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ambient_swamp1::Spawned(void)
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{
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m_strSpawnPath = "ambience/cricket.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_swamp2.qc
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src/server/ambient_swamp2.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a swampish noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_swamp2:ambient_generic
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{
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public:
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void ambient_swamp2(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_swamp2::ambient_swamp2(void)
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{
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}
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void
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ambient_swamp2::Spawned(void)
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{
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m_strSpawnPath = "ambience/crickets.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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47
src/server/ambient_thunder.qc
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src/server/ambient_thunder.qc
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/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a thunder noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_thunder:ambient_generic
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{
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public:
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void ambient_thunder(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_thunder::ambient_thunder(void)
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{
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}
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void
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ambient_thunder::Spawned(void)
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{
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m_strSpawnPath = "ambience/the_horror2.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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}
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@ -72,7 +72,15 @@ item_armor.qc
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item_health.qc
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item_artifact.qc
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ambient_comp_hum.qc
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ambient_drip.qc
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ambient_drone.qc
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ambient_flouro_buzz.qc
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ambient_light_buzz.qc
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ambient_suck_wind.qc
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ambient_swamp1.qc
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ambient_swamp2.qc
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ambient_thunder.qc
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../../../src/botlib/include.src
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