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 }