BodyDrop.Light { sample common/bodydrop2.wav sample common/bodydrop3.wav } BodyDrop.Heavy { sample common/bodydrop1.wav sample common/bodydrop4.wav } monster_alien_grunt.alert { sample agrunt/ag_alert1.wav sample agrunt/ag_alert2.wav sample agrunt/ag_alert3.wav sample agrunt/ag_alert4.wav sample agrunt/ag_alert5.wav } monster_alien_grunt.attack { sample agrunt/ag_attack1.wav sample agrunt/ag_attack2.wav sample agrunt/ag_attack3.wav } monster_alien_grunt.die { sample agrunt/ag_die1.wav sample agrunt/ag_die2.wav sample agrunt/ag_die3.wav sample agrunt/ag_die4.wav sample agrunt/ag_die5.wav } monster_alien_grunt.idle { sample agrunt/ag_idle1.wav sample agrunt/ag_idle2.wav sample agrunt/ag_idle3.wav sample agrunt/ag_idle4.wav sample agrunt/ag_idle5.wav } monster_alien_grunt.pain { sample agrunt/ag_pain1.wav sample agrunt/ag_pain2.wav sample agrunt/ag_pain3.wav sample agrunt/ag_pain4.wav sample agrunt/ag_pain5.wav } monster_alien_grunt.step_left { pitch 0.7 sample player/pl_ladder2.wav sample player/pl_ladder4.wav } monster_alien_grunt.step_right { pitch 0.7 sample player/pl_ladder1.wav sample player/pl_ladder3.wav } monster_alien_controller.alert { sample controller/con_alert1.wav sample controller/con_alert2.wav sample controller/con_alert3.wav } monster_alien_controller.attack { sample controller/con_attack1.wav sample controller/con_attack2.wav sample controller/con_attack3.wav } monster_alien_controller.die { sample controller/con_die1.wav sample controller/con_die2.wav } monster_alien_controller.idle { sample controller/con_idle1.wav sample controller/con_idle2.wav sample controller/con_idle3.wav sample controller/con_idle4.wav sample controller/con_idle5.wav } monster_alien_controller.pain { sample controller/con_pain1.wav sample controller/con_pain2.wav sample controller/con_pain3.wav } monster_alien_slave.die { sample aslave/slv_die1.wav sample aslave/slv_die2.wav } monster_alien_slave.pain { sample aslave/slv_pain1.wav sample aslave/slv_pain2.wav } monster_alien_slave.attack_charge { sample debris/zap4.wav } monster_alien_slave.attack_shoot { pitch_min 1.3 pitch_max 1.6 sample hassault/hw_shoot1.wav } // bcl_bite3 is played when an entity is in it's mouth bcl_tongue1 unused? monster_barnacle.attackchew { sample barnacle/bcl_chew1.wav sample barnacle/bcl_chew2.wav sample barnacle/bcl_chew3.wav } monster_barnacle.attackpull { sample barnacle/bcl_alert2.wav } monster_barnacle.die { sample barnacle/bcl_die1.wav sample barnacle/bcl_die3.wav } monster_barney.die { sample barney/ba_die1.wav sample barney/ba_die1.wav sample barney/ba_die2.wav } monster_barney.pain { sample barney/ba_pain1.wav sample barney/ba_pain1.wav sample barney/ba_pain1.wav } monster_bigmomma.alert { sample gonarch/gon_alert1.wav sample gonarch/gon_alert2.wav sample gonarch/gon_alert3.wav } // the groans for when she spits? monster_bigmomma.attack { sample gonarch/gon_attack1.wav sample gonarch/gon_attack2.wav sample gonarch/gon_attack3.wav } / mourns the death of her children monster_bigmomma.child { sample gonarch/gon_childdie1.wav sample gonarch/gon_childdie2.wav sample gonarch/gon_childdie3.wav } monster_bigmomma.die { sample gonarch/gon_die1.wav sample gonarch/gon_die2.wav sample gonarch/gon_die3.wav } monster_bigmomma.idle { sample gonarch/gon_sack1.wav sample gonarch/gon_sack2.wav sample gonarch/gon_sack3.wav } monster_bigmomma.pain { sample gonarch/gon_pain2.wav sample gonarch/gon_pain3.wav sample gonarch/gon_pain4.wav sample gonarch/gon_pain5.wav } // has unique foot step sounds monster_bigmomma.step { sample gonarch/gon_step1.wav sample gonarch/gon_step2.wav sample gonarch/gon_step3.wav } monster_bullchicken.attack { sample bullchicken/bc_attackgrowl1.wav sample bullchicken/bc_attackgrowl2.wav sample bullchicken/bc_attackgrowl3.wav } monster_bullchicken.attackbite { sample bullchicken/bc_bite1.wav } monster_bullchicken.attackthrow { sample bullchicken/bc_bite2.wav sample bullchicken/bc_bite3.wav } monster_bullchicken.attackshoot { sample bullchicken/bc_attack1.wav sample bullchicken/bc_attack2.wav sample bullchicken/bc_attack3.wav } monster_bullchicken.die { sample bullchicken/bc_die1.wav sample bullchicken/bc_die2.wav sample bullchicken/bc_die3.wav } monster_bullchicken.idle { sample bullchicken/bc_idle1.wav sample bullchicken/bc_idle2.wav sample bullchicken/bc_idle3.wav sample bullchicken/bc_idle4.wav sample bullchicken/bc_idle5.wav } monster_bullchicken.pain { sample bullchicken/bc_pain1.wav sample bullchicken/bc_pain2.wav sample bullchicken/bc_pain3.wav sample bullchicken/bc_pain4.wav } monster_cockroach.die { sample roach/rch_die.wav sample roach/rch_smash.wav } monster_gargantua.alert { sample garg/gar_alert1.wav sample garg/gar_alert2.wav sample garg/gar_alert3.wav } // similar to bullsquid groans during and after attacks monster_gargantua.attack { sample garg/gar_attack1.wav sample garg/gar_attack2.wav sample garg/gar_attack3.wav } monster_gargantua.attackflame { sample garg/gar_flamerun1.wav } monster_gargantua.attackflameoff { sample garg/gar_flameoff1.wav } monster_gargantua.attackflameon { sample garg/gar_flameon1.wav } monster_gargantua.die { sample garg/gar_die1.wav sample garg/gar_die2.wav } monster_gargantua.idle { sample garg/gar_idle1.wav sample garg/gar_idle2.wav sample garg/gar_idle3.wav sample garg/gar_idle4.wav sample garg/gar_idle5.wav sample garg/gar_breathe1.wav sample garg/gar_breathe2.wav sample garg/gar_breathe3.wav } monster_gargantua.pain { sample garg/gar_pain1.wav sample garg/gar_pain2.wav sample garg/gar_pain3.wav } // has unique foot step sounds monster_gargantua.step { sample garg/gar_step1.wav sample garg/gar_step2.wav } monster_headcrab.alert { sample headcrab/hc_alert1.wav sample headcrab/hc_alert2.wav } // these attack sounds are actually the cry when it jumps monster_headcrab.attack { sample headcrab/hc_attack1.wav sample headcrab/hc_attack2.wav sample headcrab/hc_attack3.wav } monster_headcrab.attackhit { sample headcrab/hc_headbite.wav } monster_headcrab.die { sample headcrab/hc_die1.wav sample headcrab/hc_die2.wav } monster_headcrab.idle { sample headcrab/hc_idle1.wav sample headcrab/hc_idle2.wav sample headcrab/hc_idle3.wav sample headcrab/hc_idle4.wav sample headcrab/hc_idle5.wav } monster_headcrab.pain { sample headcrab/hc_pain1.wav sample headcrab/hc_pain2.wav sample headcrab/hc_pain3.wav } monster_babycrab.alert { sample headcrab/hc_alert1.wav sample headcrab/hc_alert2.wav } monster_babycrab.attack { pitch_min 140 pitch_max 150 sample headcrab/hc_attack1.wav sample headcrab/hc_attack2.wav sample headcrab/hc_attack3.wav } monster_babycrab.attackhit { pitch_min 140 pitch_max 150 sample headcrab/hc_headbite.wav } monster_babycrab.die { pitch_min 140 pitch_max 150 sample headcrab/hc_die1.wav sample headcrab/hc_die2.wav } monster_babycrab.idle { pitch_min 140 pitch_max 150 sample headcrab/hc_idle1.wav sample headcrab/hc_idle2.wav sample headcrab/hc_idle3.wav sample headcrab/hc_idle4.wav sample headcrab/hc_idle5.wav } monster_babycrab.pain { pitch_min 140 pitch_max 150 sample headcrab/hc_pain1.wav sample headcrab/hc_pain2.wav sample headcrab/hc_pain3.wav } monster_houndeye.alert { sample houndeye/he_alert1.wav sample houndeye/he_alert2.wav sample houndeye/he_alert3.wav } monster_houndeye.attack { sample houndeye/he_attack1.wav sample houndeye/he_attack2.wav sample houndeye/he_attack3.wav } monster_houndeye.blast { sample houndeye/he_blast1.wav sample houndeye/he_blast2.wav sample houndeye/he_blast3.wav } monster_houndeye.die { sample houndeye/he_die1.wav sample houndeye/he_die2.wav sample houndeye/he_die3.wav } // Not sure where the hunt sounds are actually used monster_houndeye.idle { sample houndeye/he_hunt1.wav sample houndeye/he_hunt2.wav sample houndeye/he_hunt3.wav sample houndeye/he_hunt4.wav sample houndeye/he_idle1.wav sample houndeye/he_idle2.wav sample houndeye/he_idle3.wav sample houndeye/he_idle4.wav } monster_houndeye.pain { sample houndeye/he_pain1.wav sample houndeye/he_pain2.wav sample houndeye/he_pain3.wav sample houndeye/he_pain4.wav sample houndeye/he_pain5.wav } monster_human_grunt.idle { sample hgrunt/gr_idle1.wav sample hgrunt/gr_idle2.wav sample hgrunt/gr_idle3.wav } monster_human_grunt.die { sample hgrunt/gr_die1.wav sample hgrunt/gr_die2.wav sample hgrunt/gr_die3.wav } monster_human_grunt.pain { sample hgrunt/gr_pain1.wav sample hgrunt/gr_pain2.wav sample hgrunt/gr_pain3.wav sample hgrunt/gr_pain4.wav sample hgrunt/gr_pain5.wav } monster_human_grunt.kick { sample zombie/claw_miss2.wav } monster_human_grunt.reload { sample hgrunt/gr_reload1.wav } monster_ichthyosaur.alert { sample ichy/ichy_alert1.wav sample ichy/ichy_alert2.wav sample ichy/ichy_alert3.wav } monster_ichthyosaur.attack { sample ichy/ichy_attack1.wav sample ichy/ichy_attack2.wav } monster_ichthyosaur.die { sample ichy/ichy_die1.wav sample ichy/ichy_die2.wav sample ichy/ichy_die3.wav sample ichy/ichy_die4.wav } monster_ichthyosaur.idle { sample ichy/ichy_idle1.wav sample ichy/ichy_idle2.wav sample ichy/ichy_idle3.wav sample ichy/ichy_idle4.wav } monster_ichthyosaur.pain { sample ichy/ichy_pain1.wav sample ichy/ichy_pain2.wav sample ichy/ichy_pain3.wav sample ichy/ichy_pain4.wav sample ichy/ichy_pain5.wav } monster_leech.alert { sample leech/leech_alert1.wav sample leech/leech_alert2.wav } monster_leech.attack { sample leech/leech_bite1.wav sample leech/leech_bite2.wav sample leech/leech_bite3.wav } // other sounds // * x_shoot1 - ? // * nih_die2 - used in map not code? // these attack sounds are his growls monster_nihilanth.attack { sample x/x_attack1.wav sample x/x_attack2.wav sample x/x_attack3.wav } monster_nihilanth.attackball { sample x/x_ballattack1.wav } monster_nihilanth.attackballmove { sample x/x_teleattack1.wav } monster_nihilanth.die { sample x/x_die1.wav } monster_nihilanth.idle { sample x/x_laugh1.wav sample x/x_laugh2.wav } monster_nihilanth.pain { sample x/x_pain1.wav sample x/x_pain2.wav sample x/x_pain3.wav } monster_nihilanth.recharge { sample x/x_recharge1.wav sample x/x_recharge2.wav sample x/x_recharge3.wav } monster_scientist.die { sample scientist/sci_die1.wav sample scientist/sci_die2.wav sample scientist/sci_die3.wav sample scientist/sci_die4.wav } monster_scientist.pain { sample scientist/sci_pain1.wav sample scientist/sci_pain2.wav sample scientist/sci_pain3.wav sample scientist/sci_pain4.wav sample scientist/sci_pain5.wav sample scientist/sci_pain6.wav sample scientist/sci_pain7.wav sample scientist/sci_pain8.wav sample scientist/sci_pain9.wav sample scientist/sci_pain10.wav } monster_sentry.alert { sample turret/tu_deploy.wav } monster_sentry.die { sample turret/tu_die.wav sample turret/tu_die2.wav sample turret/tu_die3.wav } monster_sentry.idle { sample turret/tu_ping.wav } monster_sentry.retract { sample turret/tu_retract.wav } // cut sounds listing here because why not monster_tentacle.alert { sample tentacle/te_alert1.wav sample tentacle/te_alert2.wav } monster_tentacle.attack { sample tentacle/te_strike1.wav sample tentacle/te_strike2.wav } monster_tentacle.die { sample tentacle/te_death2.wav } // includes some cut sounds might be interesting monster_tentacle.idle { sample tentacle/te_roar1.wav sample tentacle/te_roar2.wav sample tentacle/te_search1.wav sample tentacle/te_search2.wav sample tentacle/te_sing1.wav sample tentacle/te_sing2.wav } monster_turret.spindown { sample turret/tu_spindown.wav } monster_turret.spinup { sample turret/tu_spinup.wav } monster_zombie.alert { sample zombie/zo_alert10.wav sample zombie/zo_alert20.wav sample zombie/zo_alert30.wav } monster_zombie.attack { sample zombie/zo_attack1.wav sample zombie/zo_attack2.wav } monster_zombie.attackhit { sample zombie/claw_strike1.wav sample zombie/claw_strike2.wav sample zombie/claw_strike3.wav } monster_zombie.attackmiss { sample zombie/claw_miss1.wav sample zombie/claw_miss2.wav } monster_zombie.idle { sample zombie/zo_idle1.wav sample zombie/zo_idle2.wav sample zombie/zo_idle3.wav sample zombie/zo_idle4.wav } monster_zombie.pain { sample zombie/zo_pain1.wav sample zombie/zo_pain2.wav }