Player.FallDamage
{
	sample player/pl_fallpain3.wav
}

Player.LightFall
{
	sample player/pl_fallpain1.wav
}

Player.Death
{
	sample fvox/flatline.wav
}

Player.GaspLight
{
	sample common/null.wav
}

Player.Pain
{
	sample common/null.wav
}

Player.GaspHeavy
{
	sample common/null.wav
}

Player.WaterExit
{
	sample player/pl_wade1.wav
	sample player/pl_wade3.wav
}

Player.WaterEnter
{
	sample player/pl_wade2.wav
	sample player/pl_wade4.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 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
}
