and cover more types of materials even on HL BSP maps. Improved documentation for QUAKED comments. Seperated skill file for valve into its own little thing.
254 lines
3.6 KiB
Text
254 lines
3.6 KiB
Text
step_default.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_default.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_alien.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_alien.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_bloodyflesh.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_bloodyflesh.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_computer.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_computer.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_concrete.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_concrete.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_dirt.left
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{
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attenuation static
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footstep
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sample player/pl_dirt1.wav
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sample player/pl_dirt2.wav
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}
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step_dirt.right
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{
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attenuation static
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footstep
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sample player/pl_dirt3.wav
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sample player/pl_dirt4.wav
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}
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step_flesh.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_flesh.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_foliage.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_foliage.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_glass.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_glass.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_grate.left
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{
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attenuation static
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footstep
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sample player/pl_grate1.wav
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sample player/pl_grate2.wav
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}
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step_grate.right
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{
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attenuation static
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footstep
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sample player/pl_grate3.wav
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sample player/pl_grate4.wav
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}
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step_metal.left
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{
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attenuation static
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footstep
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sample player/pl_metal1.wav
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sample player/pl_metal2.wav
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}
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step_metal.right
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{
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attenuation static
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footstep
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sample player/pl_metal3.wav
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sample player/pl_metal4.wav
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}
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step_slosh.left
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{
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attenuation static
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footstep
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sample player/pl_slosh1.wav
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sample player/pl_slosh2.wav
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}
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step_slosh.right
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{
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attenuation static
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footstep
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sample player/pl_slosh3.wav
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sample player/pl_slosh4.wav
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}
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step_snow.left
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{
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attenuation static
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footstep
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sample player/pl_snow1.wav
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sample player/pl_snow2.wav
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}
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step_snow.right
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{
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attenuation static
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footstep
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sample player/pl_snow3.wav
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sample player/pl_snow4.wav
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}
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step_tile.left
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{
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attenuation static
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footstep
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sample player/pl_tile1.wav
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sample player/pl_tile2.wav
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}
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step_tile.right
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{
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attenuation static
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footstep
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sample player/pl_tile3.wav
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sample player/pl_tile4.wav
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}
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step_vent.left
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{
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attenuation static
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footstep
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sample player/pl_duct1.wav
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sample player/pl_duct2.wav
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}
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step_vent.right
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{
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attenuation static
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footstep
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sample player/pl_duct3.wav
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sample player/pl_duct4.wav
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}
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step_wood.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_wood.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_ladder.left
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{
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attenuation static
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footstep
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sample player/pl_ladder1.wav
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sample player/pl_ladder2.wav
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}
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step_ladder.right
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{
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attenuation static
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footstep
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sample player/pl_ladder3.wav
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sample player/pl_ladder4.wav
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}
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