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 }