valve/zpak001.pk3dir/decls/sound/weapons_valve.sndshd

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Weapons.Empty
{
sample weapons/357_cock1.wav
}
Weapon_357.Single
{
alerts
sample weapons/357_shot1.wav
sample weapons/357_shot2.wav
distshader Weapon_357.SingleDistance
}
Weapon_357.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_357.Reload
{
sample weapons/357_reload1.wav
}
Weapon_Crossbow.Single
{
alerts
sample weapons/xbow_fire1.wav
}
Weapon_Crossbow.BoltHitWorld
{
sample weapons/xbow_hit1.wav
}
Weapon_Crossbow.BoltHitBody
{
sample weapons/xbow_hitbod1.wav
sample weapons/xbow_hitbod2.wav
}
Weapon_Crossbow.Reload
{
sample weapons/xbow_reload1.wav
}
Weapon_Crowbar.Melee_HitWorld
{
alerts
sample weapons/cbar_hit1.wav
sample weapons/cbar_hit2.wav
}
Weapon_Crowbar.Melee_Hit
{
alerts
sample weapons/cbar_hitbod1.wav
sample weapons/cbar_hitbod2.wav
sample weapons/cbar_hitbod3.wav
}
Weapon_Crowbar.Single
{
sample weapons/cbar_miss1.wav
}
Weapon_Glock.Single
{
alerts
sample weapons/pl_gun3.wav
}
Weapon_HandGrenade.GrenadeBounce
{
sample weapons/grenade_hit1.wav
sample weapons/grenade_hit2.wav
sample weapons/grenade_hit3.wav
}
BaseExplosionEffect.Sound
{
sample weapons/explode3.wav
sample weapons/explode4.wav
sample weapons/explode5.wav
}
Weapon_Hornetgun.Single
{
alerts
sample agrunt/ag_fire1.wav
sample agrunt/ag_fire2.wav
sample agrunt/ag_fire3.wav
}
Hornet.Buzz
{
sample hornet/ag_buzz1.wav
sample hornet/ag_buzz2.wav
sample hornet/ag_buzz3.wav
}
Hornet.Die
{
sample hornet/ag_hornethit1.wav
sample hornet/ag_hornethit2.wav
sample hornet/ag_hornethit3.wav
}
Weapon_MP5.Single
{
alerts
sample weapons/hks1.wav
sample weapons/hks2.wav
sample weapons/hks3.wav
distshader Weapon_MP5.SingleDist
}
Weapon_MP5.SingleDist
{
volume 0.1
sample ambience/rifle2.wav
}
Weapon_MP5.Double
{
alerts
sample weapons/glauncher.wav
}
SatchelCharge.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
}
TripmineGrenade.Deploy
{
sample weapons/mine_deploy.wav
}
TripmineGrenade.Charge
{
sample weapons/mine_charge.wav
}
TripmineGrenade.Activate
{
sample weapons/mine_activate.wav
}
Weapon_RPG.Single
{
alerts
sample weapons/rocketfire1.wav
}
Weapon_Shotgun.Single
{
alerts
sample weapons/sbarrel1.wav
distshader Weapon_Shotgun.DistantShot
}
Weapon_Shotgun.Double
{
alerts
sample weapons/dbarrel1.wav
distshader Weapon_Shotgun.DistantShot
}
Weapon_Shotgun.DistantShot
{
volume 0.15
sample ambience/biggun3.wav
}
Weapon_Shotgun.Reload
{
sample weapons/reload3.wav
}
Weapon_Shotgun.Special1
{
sample weapons/scock1.wav
}
Snark.Deploy
{
pitch_min 1.0
pitch_max 1.1
sample squeek/sqk_deploy1.wav
}
Snark.Squeak
{
sample squeek/sqk_die1.wav
}
Snark.Die
{
sample squeek/sqk_blast1.wav
}
Snark.Bounce
{
sample squeek/sqk_hunt1.wav
sample squeek/sqk_hunt2.wav
sample squeek/sqk_hunt3.wav
}
Weapon_Gauss.Fire
{
sample weapons/gauss2.wav
}
Weapon_Gauss.StaticDischarge
{
sample weapons/electro4.wav
}
Weapon_Gauss.Spin
{
sample ambience/pulsemachine.wav
}
Weapon_Gluon.Start
{
sample weapons/egon_windup2.wav
}
Weapon_Gluon.Run
{
sample weapons/egon_run3.wav
}
Weapon_Gluon.Off
{
sample weapons/egon_off1.wav
}