sound sounds/weapons/lacerator/scope_up { maxDistance 15 volume -8 sounds/weapons/lacerator/scopeup_03.wav } sound sounds/weapons/lacerator/bring_up { maxDistance 20 volume -10 sounds/weapons/lacerator/bring_up_08.wav } sound sounds/weapons/lacerator/slide_off { maxDistance 15 volume -8 sounds/weapons/lacerator/mono_slideoff_03.wav sounds/weapons/lacerator/mono_slideoff_04.wav } sound sounds/weapons/lacerator/slide_on { maxDistance 15 volume -8 sounds/weapons/lacerator/mono_slideon_07.wav sounds/weapons/lacerator/mono_slideon_08.wav } sound sounds/weapons/lacerator/overheat { maxDistance 45 volume -4 sounds/weapons/lacerator/mono_overheat_01.wav sounds/weapons/lacerator/mono_overheat_02.wav } sound sounds/weapons/lacerator/projectile_impact { compression wav // Sizzle volume -20 maxDistance 20 lowPriority occlude_once sounds/weapons/lacerator/ximpact_01.wav sounds/weapons/lacerator/ximpact_02.wav sounds/weapons/lacerator/ximpact_03.wav sounds/weapons/lacerator/ximpact_04.wav sounds/weapons/lacerator/ximpact_05.wav } sound sounds/weapons/lacerator/reload_hit { unclamped volume 2 occlude_once sounds/weapons/lacerator/reloadhit_01a.wav sounds/weapons/lacerator/reloadhit_02a.wav sounds/weapons/lacerator/reloadhit_03a.wav } sound sounds/weapons/lacerator/chucker/fire { compression wav maxDistance 150 occlude_once antiPrivate sounds/weapons/lacerator/chuck_fire.wav } sound sounds/weapons/lacerator/chucker/fire/far { compression wav volume -10 occlude_once antiprivate // sounds/weapons/lacerator/chuck_fire_far.wav } sound sounds/weapons/lacerator/chucker/fire/local { compression wav occlude_once private sounds/weapons/lacerator/chuck_fire_local.wav } sound sounds/weapons/lacerator/chucker/in { volume -10 sounds/weapons/lacerator/chuck_in.wav } sound sounds/weapons/lacerator/chucker/out { volume -10 sounds/weapons/lacerator/chuck_out.wav } sound sounds/weapons/lacerator/chucker/reload { volume -10 sounds/weapons/lacerator/chuck_reload.wav } sound sounds/weapons/lacerator/chucker/fly { compression wav maxDistance 50 volume -8 looping sounds/weapons/lacerator/chuck_travel_01.wav sounds/weapons/lacerator/chuck_travel_02.wav sounds/weapons/lacerator/chuck_travel_03.wav } sound sounds/weapons/lacerator/chucker/bounce { maxDistance 35 volume -3 occlude_once sounds/vehicles/desecrator/spark_02.wav sounds/vehicles/desecrator/spark_03.wav sounds/vehicles/desecrator/spark_04.wav sounds/vehicles/desecrator/spark_07.wav } sound sounds/weapons/lacerator/chucker/explode { minDistance 15 maxDistance 150 shakes 0.055 sounds/weapons/lacerator/chuck_detonate_03.wav } sound sounds/weapons/hlacerator/fire { compression wav volume -2 minDistance 10 maxDistance 75 //antiPrivate no_dups occlude_once sounds/weapons/lacerator/mono_hlac_fire_01a.wav } sound sounds/weapons/hlacerator/fire_local { compression wav volume -5 maxDistance 75 //private no_dups occlude_once //sounds/weapons/lacerator/st_hlac_fire_01c.wav } sound sounds/weapons/lacerator/fire { compression wav maxDistance 75 // antiPrivate no_dups occlude_once sounds/weapons/lacerator/mono_afire_01a.wav sounds/weapons/lacerator/mono_afire_02a.wav sounds/weapons/lacerator/mono_afire_03.wav } sound sounds/weapons/lacerator/fire/far { compression wav volume -10 farDistance 25 maxDistance 125 antiPrivate occlude_once sounds/weapons/lacerator/far_afire_01a.wav sounds/weapons/lacerator/far_afire_01b.wav sounds/weapons/lacerator/far_afire_01c.wav } sound sounds/weapons/lacerator/fire/local { compression wav private no_dups occlude_once } sound sounds/weapons/lacerator/reload/grenade { volume -10 sounds/weapons/lacerator/reload_gren.wav } sound sounds/weapons/lacerator/reload/arm { volume -15 sounds/weapons/lacerator/reload_arm.wav }