242 lines
3.2 KiB
Text
242 lines
3.2 KiB
Text
Weapons.Empty
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{
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sample weapons/357_cock1.wav
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}
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Weapon_357.Single
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{
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alerts
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sample weapons/357_shot1.wav
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sample weapons/357_shot2.wav
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distshader Weapon_357.SingleDistance
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}
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Weapon_357.SingleDistance
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{
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volume 0.1
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sample ambience/rifle1.wav
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}
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Weapon_357.Reload
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{
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sample weapons/357_reload1.wav
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}
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Weapon_Crossbow.Single
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{
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alerts
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sample weapons/xbow_fire1.wav
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}
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Weapon_Crossbow.BoltHitWorld
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{
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sample weapons/xbow_hit1.wav
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}
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Weapon_Crossbow.BoltHitBody
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{
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sample weapons/xbow_hitbod1.wav
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sample weapons/xbow_hitbod2.wav
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}
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Weapon_Crossbow.Reload
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{
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sample weapons/xbow_reload1.wav
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}
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Weapon_Crowbar.Melee_HitWorld
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{
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alerts
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sample weapons/cbar_hit1.wav
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sample weapons/cbar_hit2.wav
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}
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Weapon_Crowbar.Melee_Hit
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{
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alerts
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sample weapons/cbar_hitbod1.wav
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sample weapons/cbar_hitbod2.wav
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sample weapons/cbar_hitbod3.wav
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}
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Weapon_Crowbar.Single
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{
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sample weapons/cbar_miss1.wav
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}
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Weapon_Glock.Single
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{
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alerts
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sample weapons/pl_gun3.wav
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}
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Weapon_HandGrenade.GrenadeBounce
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{
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sample weapons/grenade_hit1.wav
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sample weapons/grenade_hit2.wav
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sample weapons/grenade_hit3.wav
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}
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BaseExplosionEffect.Sound
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{
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sample weapons/explode3.wav
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sample weapons/explode4.wav
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sample weapons/explode5.wav
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}
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Weapon_Hornetgun.Single
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{
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alerts
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sample agrunt/ag_fire1.wav
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sample agrunt/ag_fire2.wav
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sample agrunt/ag_fire3.wav
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}
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Hornet.Buzz
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{
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sample hornet/ag_buzz1.wav
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sample hornet/ag_buzz2.wav
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sample hornet/ag_buzz3.wav
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}
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Hornet.Die
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{
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sample hornet/ag_hornethit1.wav
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sample hornet/ag_hornethit2.wav
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sample hornet/ag_hornethit3.wav
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}
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Weapon_MP5.Single
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{
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alerts
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sample weapons/hks1.wav
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sample weapons/hks2.wav
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sample weapons/hks3.wav
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distshader Weapon_MP5.SingleDist
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}
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Weapon_MP5.SingleDist
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{
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volume 0.1
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sample ambience/rifle2.wav
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}
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Weapon_MP5.Double
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{
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alerts
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sample weapons/glauncher.wav
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}
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SatchelCharge.Bounce
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{
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sample weapons/g_bounce1.wav
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sample weapons/g_bounce2.wav
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sample weapons/g_bounce3.wav
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sample weapons/g_bounce4.wav
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sample weapons/g_bounce5.wav
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}
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TripmineGrenade.Deploy
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{
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sample weapons/mine_deploy.wav
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}
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TripmineGrenade.Charge
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{
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sample weapons/mine_charge.wav
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}
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TripmineGrenade.Activate
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{
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sample weapons/mine_activate.wav
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}
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Weapon_RPG.Single
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{
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alerts
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sample weapons/rocketfire1.wav
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}
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Weapon_Shotgun.Single
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{
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alerts
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sample weapons/sbarrel1.wav
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distshader Weapon_Shotgun.DistantShot
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}
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Weapon_Shotgun.Double
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{
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alerts
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sample weapons/dbarrel1.wav
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distshader Weapon_Shotgun.DistantShot
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}
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Weapon_Shotgun.DistantShot
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{
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volume 0.15
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sample ambience/biggun3.wav
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}
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Weapon_Shotgun.Reload
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{
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sample weapons/reload3.wav
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}
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Weapon_Shotgun.Special1
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{
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sample weapons/scock1.wav
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}
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Snark.Deploy
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{
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pitch_min 1.0
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pitch_max 1.1
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sample squeek/sqk_deploy1.wav
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}
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Snark.Squeak
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{
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sample squeek/sqk_die1.wav
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}
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Snark.Die
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{
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sample squeek/sqk_blast1.wav
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}
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Snark.Bounce
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{
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sample squeek/sqk_hunt1.wav
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sample squeek/sqk_hunt2.wav
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sample squeek/sqk_hunt3.wav
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}
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Weapon_Gauss.Fire
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{
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sample weapons/gauss2.wav
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}
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Weapon_Gauss.StaticDischarge
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{
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sample weapons/electro4.wav
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}
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Weapon_Gauss.Spin
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{
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sample ambience/pulsemachine.wav
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}
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Weapon_Gluon.Start
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{
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sample weapons/egon_windup2.wav
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}
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Weapon_Gluon.Run
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{
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sample weapons/egon_run3.wav
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}
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Weapon_Gluon.Off
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{
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sample weapons/egon_off1.wav
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}
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