121 lines
1.5 KiB
Text
121 lines
1.5 KiB
Text
Player.FallDamage
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{
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sample player/pl_fallpain3.wav
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}
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Player.LightFall
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{
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sample player/pl_fallpain1.wav
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}
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Player.Death
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{
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sample fvox/flatline.wav
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}
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Player.GaspLight
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{
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sample common/null.wav
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}
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Player.Pain
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{
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sample common/null.wav
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}
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Player.GaspHeavy
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{
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sample common/null.wav
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}
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Player.WaterExit
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{
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sample player/pl_wade1.wav
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sample player/pl_wade3.wav
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}
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Player.WaterEnter
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{
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sample player/pl_wade2.wav
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sample player/pl_wade4.wav
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}
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Player.DenyWeaponSelection
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_denyselect.wav
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}
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Player.WeaponSelected
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_select.wav
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}
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Player.WeaponSelectionMoveSlot
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_moveselect.wav
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}
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Player.WeaponSelectionOpen
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_hudon.wav
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}
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Player.WeaponSelectionClose
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_hudoff.wav
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}
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Player.FlashLightOn
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{
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follow
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volume 0.8
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sample items/flashlight1.wav
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}
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Player.FlashLightOff
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{
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follow
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volume 0.8
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sample items/flashlight1.wav
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}
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SprayCan.Paint
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{
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sample player/sprayer.wav
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}
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Player.Wade
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{
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sample player/pl_wade1.wav
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sample player/pl_wade2.wav
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sample player/pl_wade3.wav
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sample player/pl_wade4.wav
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}
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Player.Swim
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{
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sample player/pl_swim1.wav
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sample player/pl_swim2.wav
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sample player/pl_swim3.wav
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sample player/pl_swim4.wav
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}
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