/* =========================================================================== Copyright (C) 2006 Dmn_clown (aka: Bob Isaac (rjisaac@gmail.com)) This file is part of Open Arena and is based upon Mr. Elusive's fuzzy logic system found in Quake 3 Arena. Open Arena is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Open Arena is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ chat "kyonshi" { #include "teamplay.h" type "game_enter" { "Ahh, there is so much chi here... I will feed well!"; } type "game_exit" { "It's not easy being dead... so much to do so little time"; "Toodles"; "My hunger grows, I am off to find better chi."; GOODBYE4; GOODBYE2; } type "level_start" { "Ooh ", 4, "! I like this place!"; } type "level_end" { "Not bad... I like ", 4, " fast, clean, deadly, and filled with chi."; } type "level_end_victory" { "You cannot kill what is already dead."; "Thank you for your chi."; } type "level_end_lose" { "Aww... crap!"; } type "hit_talking" { "Do you MIND!"; DEATH_TALKING; DEATH_TALKING; } type "hit_nodeath" { TAUNT_FEM0; } type "hit_nokill" { HIT_NOKILL0; HIT_NOKILL1; HIT_NOKILL1; } type "death_telefrag" { DEATH_TELEFRAGGED0; } type "death_cratered" { DEATH_FALLING0; } type "death_lava" { "So the dead can die..."; } type "death_slime" { "I need a bath now."; } type "death_drown" { "Much easier than my last death."; } type "death_suicide" { DEATH_SUICIDE0; } type "death_gauntlet" { "I did not see that coming."; "The shame..."; DEATH_FEM_INSULT0; DEATH_GAUNTLET0; DEATH_GAUNTLET1; } type "death_rail" { DEATH_RAIL1; DEATH_RAIL0; DEATH_FEM_INSULT1; "Your death will not be quick."; } type "death_bfg" { DEATH_BFG1; DEATH_FEM_INSULT2; "I feel you lack the skill to truly face me."; } type "death_insult" { DEATH_FEM_INSULT0; DEATH_FEM_INSULT2; DEATH_FEM_INSULT1; DEATH_FEM_INSULT3; } type "death_praise" { "The NSA just told me to tell you, ", 0, ", that they liked that last move."; 0, ", ~you suck!"; "I almost didn't see it coming."; } type "kill_rail" { DEATH_RAIL1; DEATH_RAIL1; DEATH_RAIL1; } type "kill_gauntlet" { KILL_GAUNTLET0; KILL_GAUNTLET1; KILL_GAUNTLET2; } type "kill_telefrag" { TELEFRAGGED0; } type "kill_suicide" { TAUNT_FEM0; TAUNT0; } type "kill_insult" { "*sigh*"; "Oh puh-lease!"; "You might want to put that gun down before you hurt yourself."; "Pure luck."; } type "kill_praise" { "~I'm impressed."; } type "random_insult" { "An insignificant gnat will fall by the wayside."; "Your ~mother needs to stop calling me."; "Your ~mama is a necrophiliac."; "douchebag"; } type "random_misc" { GRRLTALK0; GRRLTALK1; "Do you ever get that not so fresh feeling? I do, but I am a corpse."; 0, " die already so I can feast on your chi!"; "~They're out there watching you as we speak."; "Shh... ~they're listening."; } }