764 lines
13 KiB
Text
764 lines
13 KiB
Text
BodyDrop.Light
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{
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sample common/bodydrop2.wav
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sample common/bodydrop3.wav
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}
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BodyDrop.Heavy
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{
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sample common/bodydrop1.wav
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sample common/bodydrop4.wav
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}
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monster_alien_grunt.alert
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{
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sample agrunt/ag_alert1.wav
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sample agrunt/ag_alert2.wav
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sample agrunt/ag_alert3.wav
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sample agrunt/ag_alert4.wav
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sample agrunt/ag_alert5.wav
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}
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monster_alien_grunt.attack
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{
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sample agrunt/ag_attack1.wav
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sample agrunt/ag_attack2.wav
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sample agrunt/ag_attack3.wav
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}
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monster_alien_grunt.die
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{
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sample agrunt/ag_die1.wav
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sample agrunt/ag_die2.wav
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sample agrunt/ag_die3.wav
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sample agrunt/ag_die4.wav
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sample agrunt/ag_die5.wav
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}
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monster_alien_grunt.idle
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{
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sample agrunt/ag_idle1.wav
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sample agrunt/ag_idle2.wav
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sample agrunt/ag_idle3.wav
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sample agrunt/ag_idle4.wav
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sample agrunt/ag_idle5.wav
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}
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monster_alien_grunt.pain
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{
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sample agrunt/ag_pain1.wav
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sample agrunt/ag_pain2.wav
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sample agrunt/ag_pain3.wav
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sample agrunt/ag_pain4.wav
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sample agrunt/ag_pain5.wav
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}
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monster_alien_grunt.step_left
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{
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pitch 0.7
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sample player/pl_ladder2.wav
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sample player/pl_ladder4.wav
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}
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monster_alien_grunt.step_right
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{
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pitch 0.7
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sample player/pl_ladder1.wav
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sample player/pl_ladder3.wav
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}
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monster_alien_controller.alert
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{
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sample controller/con_alert1.wav
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sample controller/con_alert2.wav
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sample controller/con_alert3.wav
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}
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monster_alien_controller.attack
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{
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sample controller/con_attack1.wav
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sample controller/con_attack2.wav
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sample controller/con_attack3.wav
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}
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monster_alien_controller.die
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{
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sample controller/con_die1.wav
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sample controller/con_die2.wav
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}
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monster_alien_controller.idle
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{
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sample controller/con_idle1.wav
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sample controller/con_idle2.wav
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sample controller/con_idle3.wav
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sample controller/con_idle4.wav
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sample controller/con_idle5.wav
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}
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monster_alien_controller.pain
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{
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sample controller/con_pain1.wav
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sample controller/con_pain2.wav
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sample controller/con_pain3.wav
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}
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monster_alien_slave.die
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{
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sample aslave/slv_die1.wav
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sample aslave/slv_die2.wav
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}
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monster_alien_slave.pain
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{
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sample aslave/slv_pain1.wav
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sample aslave/slv_pain2.wav
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}
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monster_alien_slave.attack_charge
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{
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sample debris/zap4.wav
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}
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monster_alien_slave.attack_shoot
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{
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pitch_min 1.3
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pitch_max 1.6
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sample hassault/hw_shoot1.wav
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}
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// bcl_bite3 is played when an entity is in it's mouth bcl_tongue1 unused?
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monster_barnacle.attackchew
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{
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sample barnacle/bcl_chew1.wav
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sample barnacle/bcl_chew2.wav
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sample barnacle/bcl_chew3.wav
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}
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monster_barnacle.attackpull
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{
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sample barnacle/bcl_alert2.wav
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}
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monster_barnacle.die
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{
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sample barnacle/bcl_die1.wav
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sample barnacle/bcl_die3.wav
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}
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monster_barney.die
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{
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sample barney/ba_die1.wav
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sample barney/ba_die1.wav
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sample barney/ba_die2.wav
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}
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monster_barney.pain
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{
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sample barney/ba_pain1.wav
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sample barney/ba_pain1.wav
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sample barney/ba_pain1.wav
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}
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NPC_BigMomma.SpitTouch1
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{
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sample bullchicken/bc_acid1.wav
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}
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NPC_BigMomma.SpitHit1
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{
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sample bullchicken/bc_spithit1.wav
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}
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NPC_BigMomma.SpitHit2
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{
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sample bullchicken/bc_spithit2.wav
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}
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BigMomma.Alert
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{
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sample gonarch/gon_alert1.wav
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sample gonarch/gon_alert2.wav
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sample gonarch/gon_alert3.wav
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}
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BigMomma.Attack
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{
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sample gonarch/gon_attack1.wav
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sample gonarch/gon_attack2.wav
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sample gonarch/gon_attack3.wav
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}
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// She mourns when her children die, who wouldn't?
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BigMomma.ChildDie
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{
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sample gonarch/gon_childdie1.wav
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sample gonarch/gon_childdie2.wav
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sample gonarch/gon_childdie3.wav
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}
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BigMomma.Die
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{
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sample gonarch/gon_die1.wav
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sample gonarch/gon_die2.wav
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sample gonarch/gon_die3.wav
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}
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BigMomma.Sack
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{
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sample gonarch/gon_sack1.wav
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sample gonarch/gon_sack2.wav
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sample gonarch/gon_sack3.wav
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}
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BigMomma.Birth
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{
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sample gonarch/gon_sack1.wav
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sample gonarch/gon_sack2.wav
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sample gonarch/gon_sack3.wav
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}
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BigMomma.LaunchMortar
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{
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sample gonarch/gon_sack1.wav
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sample gonarch/gon_sack2.wav
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sample gonarch/gon_sack3.wav
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}
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BigMomma.Pain
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{
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sample gonarch/gon_pain2.wav
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sample gonarch/gon_pain3.wav
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sample gonarch/gon_pain4.wav
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sample gonarch/gon_pain5.wav
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}
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// has unique foot step sounds
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BigMomma.FootstepLeft
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{
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sample gonarch/gon_step1.wav
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sample gonarch/gon_step2.wav
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sample gonarch/gon_step3.wav
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}
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// HL:S does this
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BigMomma.FootstepRight
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{
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sample gonarch/gon_step1.wav
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sample gonarch/gon_step2.wav
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sample gonarch/gon_step3.wav
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}
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monster_bullchicken.attack
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{
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sample bullchicken/bc_attackgrowl1.wav
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sample bullchicken/bc_attackgrowl2.wav
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sample bullchicken/bc_attackgrowl3.wav
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}
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monster_bullchicken.attackbite
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{
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sample bullchicken/bc_bite1.wav
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}
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monster_bullchicken.attackthrow
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{
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sample bullchicken/bc_bite2.wav
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sample bullchicken/bc_bite3.wav
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}
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monster_bullchicken.attackshoot
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{
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sample bullchicken/bc_attack1.wav
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sample bullchicken/bc_attack2.wav
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sample bullchicken/bc_attack3.wav
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}
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monster_bullchicken.die
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{
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sample bullchicken/bc_die1.wav
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sample bullchicken/bc_die2.wav
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sample bullchicken/bc_die3.wav
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}
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monster_bullchicken.idle
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{
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sample bullchicken/bc_idle1.wav
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sample bullchicken/bc_idle2.wav
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sample bullchicken/bc_idle3.wav
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sample bullchicken/bc_idle4.wav
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sample bullchicken/bc_idle5.wav
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}
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monster_bullchicken.pain
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{
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sample bullchicken/bc_pain1.wav
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sample bullchicken/bc_pain2.wav
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sample bullchicken/bc_pain3.wav
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sample bullchicken/bc_pain4.wav
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}
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monster_cockroach.die
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{
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sample roach/rch_die.wav
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sample roach/rch_smash.wav
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}
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monster_gargantua.alert
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{
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sample garg/gar_alert1.wav
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sample garg/gar_alert2.wav
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sample garg/gar_alert3.wav
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}
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// similar to bullsquid groans during and after attacks
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monster_gargantua.attack
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{
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sample garg/gar_attack1.wav
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sample garg/gar_attack2.wav
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sample garg/gar_attack3.wav
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}
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monster_gargantua.attackflame
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{
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sample garg/gar_flamerun1.wav
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}
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monster_gargantua.attackflameoff
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{
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sample garg/gar_flameoff1.wav
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}
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monster_gargantua.attackflameon
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{
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sample garg/gar_flameon1.wav
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}
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monster_gargantua.die
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{
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sample garg/gar_die1.wav
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sample garg/gar_die2.wav
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}
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monster_gargantua.idle
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{
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sample garg/gar_idle1.wav
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sample garg/gar_idle2.wav
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sample garg/gar_idle3.wav
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sample garg/gar_idle4.wav
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sample garg/gar_idle5.wav
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sample garg/gar_breathe1.wav
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sample garg/gar_breathe2.wav
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sample garg/gar_breathe3.wav
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}
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monster_gargantua.pain
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{
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sample garg/gar_pain1.wav
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sample garg/gar_pain2.wav
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sample garg/gar_pain3.wav
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}
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// has unique foot step sounds
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monster_gargantua.step
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{
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sample garg/gar_step1.wav
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sample garg/gar_step2.wav
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}
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monster_headcrab.alert
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{
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sample headcrab/hc_alert1.wav
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sample headcrab/hc_alert2.wav
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}
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// these attack sounds are actually the cry when it jumps
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monster_headcrab.attack
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{
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sample headcrab/hc_attack1.wav
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sample headcrab/hc_attack2.wav
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sample headcrab/hc_attack3.wav
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}
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monster_headcrab.attackhit
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{
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sample headcrab/hc_headbite.wav
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}
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monster_headcrab.die
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{
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sample headcrab/hc_die1.wav
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sample headcrab/hc_die2.wav
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}
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monster_headcrab.idle
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{
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sample headcrab/hc_idle1.wav
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sample headcrab/hc_idle2.wav
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sample headcrab/hc_idle3.wav
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sample headcrab/hc_idle4.wav
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sample headcrab/hc_idle5.wav
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}
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monster_headcrab.pain
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{
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sample headcrab/hc_pain1.wav
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sample headcrab/hc_pain2.wav
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sample headcrab/hc_pain3.wav
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}
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monster_babycrab.alert
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{
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sample headcrab/hc_alert1.wav
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sample headcrab/hc_alert2.wav
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}
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monster_babycrab.attack
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{
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pitch_min 140
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pitch_max 150
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sample headcrab/hc_attack1.wav
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sample headcrab/hc_attack2.wav
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sample headcrab/hc_attack3.wav
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}
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monster_babycrab.attackhit
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{
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pitch_min 140
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pitch_max 150
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sample headcrab/hc_headbite.wav
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}
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monster_babycrab.die
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{
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pitch_min 140
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pitch_max 150
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sample headcrab/hc_die1.wav
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sample headcrab/hc_die2.wav
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}
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monster_babycrab.idle
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{
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pitch_min 140
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pitch_max 150
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sample headcrab/hc_idle1.wav
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sample headcrab/hc_idle2.wav
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sample headcrab/hc_idle3.wav
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sample headcrab/hc_idle4.wav
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sample headcrab/hc_idle5.wav
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}
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monster_babycrab.pain
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{
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pitch_min 140
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pitch_max 150
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sample headcrab/hc_pain1.wav
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sample headcrab/hc_pain2.wav
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sample headcrab/hc_pain3.wav
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}
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monster_houndeye.alert
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{
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sample houndeye/he_alert1.wav
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sample houndeye/he_alert2.wav
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sample houndeye/he_alert3.wav
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}
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monster_houndeye.attack
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{
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sample houndeye/he_attack1.wav
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sample houndeye/he_attack2.wav
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sample houndeye/he_attack3.wav
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}
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monster_houndeye.blast
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{
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sample houndeye/he_blast1.wav
|
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sample houndeye/he_blast2.wav
|
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sample houndeye/he_blast3.wav
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}
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monster_houndeye.die
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{
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sample houndeye/he_die1.wav
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sample houndeye/he_die2.wav
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sample houndeye/he_die3.wav
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}
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// Not sure where the hunt sounds are actually used
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monster_houndeye.idle
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{
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sample houndeye/he_hunt1.wav
|
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sample houndeye/he_hunt2.wav
|
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sample houndeye/he_hunt3.wav
|
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sample houndeye/he_hunt4.wav
|
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sample houndeye/he_idle1.wav
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sample houndeye/he_idle2.wav
|
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sample houndeye/he_idle3.wav
|
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sample houndeye/he_idle4.wav
|
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}
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monster_houndeye.pain
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{
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sample houndeye/he_pain1.wav
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sample houndeye/he_pain2.wav
|
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sample houndeye/he_pain3.wav
|
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sample houndeye/he_pain4.wav
|
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sample houndeye/he_pain5.wav
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}
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monster_human_grunt.idle
|
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{
|
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sample hgrunt/gr_idle1.wav
|
|
sample hgrunt/gr_idle2.wav
|
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sample hgrunt/gr_idle3.wav
|
|
}
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|
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monster_human_grunt.die
|
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{
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sample hgrunt/gr_die1.wav
|
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sample hgrunt/gr_die2.wav
|
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sample hgrunt/gr_die3.wav
|
|
}
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monster_human_grunt.pain
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{
|
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sample hgrunt/gr_pain1.wav
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sample hgrunt/gr_pain2.wav
|
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sample hgrunt/gr_pain3.wav
|
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sample hgrunt/gr_pain4.wav
|
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sample hgrunt/gr_pain5.wav
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}
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monster_human_grunt.kick
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{
|
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sample zombie/claw_miss2.wav
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}
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monster_human_grunt.reload
|
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{
|
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sample hgrunt/gr_reload1.wav
|
|
}
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monster_ichthyosaur.alert
|
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{
|
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sample ichy/ichy_alert1.wav
|
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sample ichy/ichy_alert2.wav
|
|
sample ichy/ichy_alert3.wav
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|
}
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monster_ichthyosaur.attack
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{
|
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sample ichy/ichy_attack1.wav
|
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sample ichy/ichy_attack2.wav
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|
}
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monster_ichthyosaur.die
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{
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sample ichy/ichy_die1.wav
|
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sample ichy/ichy_die2.wav
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sample ichy/ichy_die3.wav
|
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sample ichy/ichy_die4.wav
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|
}
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monster_ichthyosaur.idle
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|
{
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sample ichy/ichy_idle1.wav
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|
sample ichy/ichy_idle2.wav
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|
sample ichy/ichy_idle3.wav
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|
sample ichy/ichy_idle4.wav
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|
}
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monster_ichthyosaur.pain
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{
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sample ichy/ichy_pain1.wav
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sample ichy/ichy_pain2.wav
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sample ichy/ichy_pain3.wav
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sample ichy/ichy_pain4.wav
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sample ichy/ichy_pain5.wav
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}
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monster_leech.alert
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{
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sample leech/leech_alert1.wav
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sample leech/leech_alert2.wav
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}
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monster_leech.attack
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{
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sample leech/leech_bite1.wav
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sample leech/leech_bite2.wav
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sample leech/leech_bite3.wav
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}
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// other sounds
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// * x_shoot1 - ?
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// * nih_die2 - used in map not code?
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// these attack sounds are his growls
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monster_nihilanth.attack
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{
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sample x/x_attack1.wav
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sample x/x_attack2.wav
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sample x/x_attack3.wav
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}
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monster_nihilanth.attackball
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{
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sample x/x_ballattack1.wav
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}
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monster_nihilanth.attackballmove
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{
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sample x/x_teleattack1.wav
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}
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monster_nihilanth.die
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{
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sample x/x_die1.wav
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}
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monster_nihilanth.idle
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{
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sample x/x_laugh1.wav
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sample x/x_laugh2.wav
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}
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monster_nihilanth.pain
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{
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sample x/x_pain1.wav
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sample x/x_pain2.wav
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sample x/x_pain3.wav
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}
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monster_nihilanth.recharge
|
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{
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sample x/x_recharge1.wav
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|
sample x/x_recharge2.wav
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|
sample x/x_recharge3.wav
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|
}
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|
|
monster_scientist.die
|
|
{
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|
sample scientist/sci_die1.wav
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|
sample scientist/sci_die2.wav
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|
sample scientist/sci_die3.wav
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|
sample scientist/sci_die4.wav
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|
}
|
|
|
|
monster_scientist.pain
|
|
{
|
|
sample scientist/sci_pain1.wav
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|
sample scientist/sci_pain2.wav
|
|
sample scientist/sci_pain3.wav
|
|
sample scientist/sci_pain4.wav
|
|
sample scientist/sci_pain5.wav
|
|
sample scientist/sci_pain6.wav
|
|
sample scientist/sci_pain7.wav
|
|
sample scientist/sci_pain8.wav
|
|
sample scientist/sci_pain9.wav
|
|
sample scientist/sci_pain10.wav
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|
}
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|
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monster_sentry.alert
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|
{
|
|
sample turret/tu_deploy.wav
|
|
}
|
|
|
|
monster_sentry.die
|
|
{
|
|
sample turret/tu_die.wav
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|
sample turret/tu_die2.wav
|
|
sample turret/tu_die3.wav
|
|
}
|
|
|
|
monster_sentry.idle
|
|
{
|
|
sample turret/tu_ping.wav
|
|
}
|
|
|
|
monster_sentry.retract
|
|
{
|
|
sample turret/tu_retract.wav
|
|
}
|
|
|
|
// cut sounds listing here because why not
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|
monster_tentacle.alert
|
|
{
|
|
sample tentacle/te_alert1.wav
|
|
sample tentacle/te_alert2.wav
|
|
}
|
|
|
|
monster_tentacle.attack
|
|
{
|
|
sample tentacle/te_strike1.wav
|
|
sample tentacle/te_strike2.wav
|
|
}
|
|
|
|
monster_tentacle.die
|
|
{
|
|
sample tentacle/te_death2.wav
|
|
}
|
|
|
|
// includes some cut sounds might be interesting
|
|
monster_tentacle.idle
|
|
{
|
|
sample tentacle/te_roar1.wav
|
|
sample tentacle/te_roar2.wav
|
|
sample tentacle/te_search1.wav
|
|
sample tentacle/te_search2.wav
|
|
sample tentacle/te_sing1.wav
|
|
sample tentacle/te_sing2.wav
|
|
}
|
|
|
|
monster_turret.spindown
|
|
{
|
|
sample turret/tu_spindown.wav
|
|
}
|
|
|
|
monster_turret.spinup
|
|
{
|
|
sample turret/tu_spinup.wav
|
|
}
|
|
|
|
monster_zombie.alert
|
|
{
|
|
sample zombie/zo_alert10.wav
|
|
sample zombie/zo_alert20.wav
|
|
sample zombie/zo_alert30.wav
|
|
}
|
|
|
|
monster_zombie.attack
|
|
{
|
|
sample zombie/zo_attack1.wav
|
|
sample zombie/zo_attack2.wav
|
|
}
|
|
|
|
monster_zombie.attackhit
|
|
{
|
|
sample zombie/claw_strike1.wav
|
|
sample zombie/claw_strike2.wav
|
|
sample zombie/claw_strike3.wav
|
|
}
|
|
|
|
monster_zombie.attackmiss
|
|
{
|
|
sample zombie/claw_miss1.wav
|
|
sample zombie/claw_miss2.wav
|
|
}
|
|
|
|
monster_zombie.idle
|
|
{
|
|
sample zombie/zo_idle1.wav
|
|
sample zombie/zo_idle2.wav
|
|
sample zombie/zo_idle3.wav
|
|
sample zombie/zo_idle4.wav
|
|
}
|
|
|
|
monster_zombie.pain
|
|
{
|
|
sample zombie/zo_pain1.wav
|
|
sample zombie/zo_pain2.wav
|
|
}
|