valve/zpak001.pk3dir/sound/weapons_valve.sndshd

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weapon_357.shoot
{
alerts
sample weapons/357_shot1.wav
sample weapons/357_shot2.wav
distshader weapon_357.shoot_dist
}
weapon_357.empty
{
sample weapons/357_cock1.wav
}
weapon_357.shoot_dist
{
volume 0.1
sample ambience/rifle1.wav
}
weapon_357.reload
{
sample weapons/357_reload1.wav
}
weapon_crossbow.fire
{
alerts
sample weapons/xbow_fire1.wav
}
weapon_crossbow.empty
{
sample weapons/357_cock1.wav
}
weapon_crossbow.hit
{
sample weapons/xbow_hit1.wav
}
weapon_crossbow.hitbody
{
sample weapons/xbow_hitbod1.wav
sample weapons/xbow_hitbod2.wav
}
weapon_crossbow.reload
{
sample weapons/xbow_reload1.wav
}
weapon_crowbar.hit
{
alerts
sample weapons/cbar_hit1.wav
sample weapons/cbar_hit2.wav
}
weapon_crowbar.hitbody
{
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_glock.fire
{
alerts
sample weapons/pl_gun3.wav
}
weapon_glock.empty
{
sample weapons/357_cock1.wav
}
weapon_handgrenade.bounce
{
sample weapons/grenade_hit1.wav
sample weapons/grenade_hit2.wav
sample weapons/grenade_hit3.wav
}
weapon_handgrenade.explode
{
sample weapons/explode3.wav
sample weapons/explode4.wav
sample weapons/explode5.wav
}
weapon_hornetgun.fire
{
alerts
sample agrunt/ag_fire1.wav
sample agrunt/ag_fire2.wav
sample agrunt/ag_fire3.wav
}
weapon_hornetgun.buzz
{
sample hornet/ag_buzz1.wav
sample hornet/ag_buzz2.wav
sample hornet/ag_buzz3.wav
}
weapon_hornetgun.hit
{
sample hornet/ag_hornethit1.wav
sample hornet/ag_hornethit2.wav
sample hornet/ag_hornethit3.wav
}
weapon_mp5.shoot
{
alerts
sample weapons/hks1.wav
sample weapons/hks2.wav
sample weapons/hks3.wav
distshader weapon_mp5.shoot_dist
}
weapon_mp5.shoot_dist
{
volume 0.1
sample ambience/rifle2.wav
}
weapon_mp5.gl
{
alerts
sample weapons/glauncher.wav
}
weapon_mp5.empty
{
sample weapons/357_cock1.wav
}
weapon_satchel.bounce
{
sample weapons/g_bounce1.wav
sample weapons/g_bounce2.wav
sample weapons/g_bounce3.wav
sample weapons/g_bounce4.wav
sample weapons/g_bounce5.wav
}
weapon_tripmine.deploy
{
sample weapons/mine_deploy.wav
}
weapon_tripmine.charge
{
sample weapons/mine_charge.wav
}
weapon_tripmine.activate
{
sample weapons/mine_activate.wav
}
weapon_rpg.shoot
{
alerts
sample weapons/rocketfire1.wav
}
weapon_rpg.empty
{
sample weapons/357_cock1.wav
}
weapon_shotgun.single
{
alerts
sample weapons/sbarrel1.wav
distshader weapon_shotgun.distance
}
weapon_shotgun.double
{
alerts
sample weapons/dbarrel1.wav
distshader weapon_shotgun.distance
}
weapon_shotgun.empty
{
sample weapons/357_cock1.wav
}
weapon_shotgun.distance
{
volume 0.15
sample ambience/biggun3.wav
}
weapon_shotgun.reload
{
sample weapons/reload3.wav
}
weapon_shotgun.cock
{
sample weapons/scock1.wav
}
weapon_snark.deploy
{
pitch_min 1.0
pitch_max 1.1
sample squeek/sqk_deploy1.wav
}
weapon_snark.die
{
sample squeek/sqk_die1.wav
}
weapon_snark.blast
{
sample squeek/sqk_blast1.wav
}
weapon_snark.hunt
{
sample squeek/sqk_hunt1.wav
sample squeek/sqk_hunt2.wav
sample squeek/sqk_hunt3.wav
}
weapon_gauss.empty
{
sample weapons/357_cock1.wav
}
weapon_gauss.fire
{
sample weapons/gauss2.wav
}
weapon_gauss.overcharge
{
sample weapons/electro4.wav
}
weapon_egon.empty
{
sample weapons/357_cock1.wav
}
weapon_egon.fire
{
sample weapons/egon_windup2.wav
}
weapon_egon.fire_loop
{
sample weapons/egon_run3.wav
}