tfc/decls/sound/weapons_tfc.sndshd

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Weapon_Bioweapon.HitFlesh
{
pitch 0.75
sample items/medshot4.wav
}
Weapon_Crowbar.HitWorld
{
alerts
sample weapons/cbar_hit1.wav
sample weapons/cbar_hit2.wav
}
Weapon_Crowbar.HitFlesh
{
alerts
sample weapons/cbar_hitbod1.wav
sample weapons/cbar_hitbod2.wav
sample weapons/cbar_hitbod3.wav
}
Weapon_Crowbar.Miss
{
sample weapons/cbar_miss1.wav
}
Weapon_FlameThrower.Fire
{
sample weapons/flmfire2.wav
}
Weapon_FlameThrower.FireRocket
{
sample weapons/sgun1.wav
}
Weapon_Grenade_Pipebomb.Bounce
{
sample weapons/grenade_hit1.wav
sample weapons/grenade_hit2.wav
sample weapons/grenade_hit3.wav
}
Weapon_Grenade_Pipebomb.Explode
{
sample weapons/explode3.wav
sample weapons/explode4.wav
sample weapons/explode5.wav
}
Weapon_GrenadeLauncher.Single
{
sample weapons/glauncher.wav
}
Weapon_Knife.HitWorld
{
alerts
sample weapons/cbar_hit1.wav
sample weapons/cbar_hit2.wav
}
Weapon_Knife.HitFlesh
{
alerts
sample weapons/cbar_hitbod1.wav
sample weapons/cbar_hitbod2.wav
sample weapons/cbar_hitbod3.wav
}
Weapon_Knife.Miss
{
sample weapons/cbar_miss1.wav
}
Weapon_Medikit.HitFlesh
{
sample items/medshot4.wav
}
Weapon_Minigun.Fire
{
alerts
pitch 0.75
sample weapons/asscan2.wav
}
Weapon_Minigun.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_Minigun.WindDown
{
alerts
sample weapons/asscan3.wav
}
Weapon_Minigun.WindUp
{
alerts
sample weapons/asscan1.wav
}
Weapon_Medikit.Overheal
{
pitch 1.5
sample items/smallmedkit1.wav
}
Weapon_Medikit.HitFlesh
{
sample items/smallmedkit1.wav
}
Weapon_NailGun.Single
{
sample weapons/airgun_1.wav
}
Weapon_NailGun.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_RPG.Single
{
sample weapons/rocketfire1.wav
}
Weapon_Pistol.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_Railgun.Single
{
sample weapons/railgun.wav
}
Weapon_Railgun.WindUp
{
pitch 0.5
sample weapons/railgun.wav
}
Weapon_Shotgun.Single
{
sample weapons/sbarrel1.wav
}
Weapon_SuperShotgun.Single
{
sample weapons/shotgn2.wav
}
Weapon_Shotgun.Pump
{
sample weapons/scock1.wav
}
Weapon_Shotgun.Reload
{
sample weapons/reload3.wav
}
Weapon_SMG.Single
{
sample weapons/sniper.wav
}
Weapon_SMG.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_SniperRifle.Single
{
sample ambience/rifle1.wav
}
Weapon_SniperRifle.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_StickyBombLauncher.Single
{
sample weapons/glauncher2.wav
}
Weapon_SyringeGun.Single
{
sample weapons/spike2.wav
}
Weapon_SyringeGun.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_Tranq.Single
{
sample weapons/dartgun.wav
}
Weapon_Tranq.ClipEmpty
{
sample weapons/dryfire1.wav
}
Weapon_Wrench.HitFlesh
{
sample weapons/cbar_hitbod1.wav
sample weapons/cbar_hitbod2.wav
sample weapons/cbar_hitbod3.wav
}
Weapon_Wrench.HitWorld
{
sample weapons/cbar_hit1.wav
sample weapons/cbar_hit2.wav
}
Weapon_Wrench.Miss
{
sample weapons/cbar_miss1.wav
}
engineer.build
{
sample weapons/building.wav
}
engineer.turret_set
{
sample weapons/turrset.wav
}