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 }