//Doomguy's Sounds

POWOFF POWOFF
GUNSIGHT GUNSIGHT
chgout chgout
DSCDATK DSCDATK
DSCYBACT DSCYBACT
BODYTHUD BODYTHUD

HULKSCRM HULKSCRM
FIRESCRM FIRESCRM
SYRSTAB1 SYRSTAB1
SYRSTAB2 SYRSTAB2
FIREPNCH FIREPNCH

haste haste
regen regen
reflect reflect
strength strength
drain drain
invis invis
terror terror
DEVLHAND DEVLHAND
ba5fire ba5fire

$volume DSSECRET 0.5

SHOTGOOD SHOTGOOD
SAWGET SAWGET
RUNEPKUP RUNEPKUP
RUNEEND RUNEEND

HLTHUP HLTHUP

harvesterball SHBALL
superbaron/scream		dssbsit
superbaron/pain			dssbpain
superbaron/act			dssbact
superbaron/death		dssbdth

Knight/pain PSXDPN

skull/active skul

RIFLOOP RIFLOOP
$volume RIFLOOP 0.75

chikchok chikchok
cleck cleck
plsthrw plsthrw

$random ROCKFLYING { flyby1 flyby2 flyby3 }
flyby1 flyby1 
flyby2 flyby2
flyby3 flyby3
$limit ROCKFLYING 0
$volume ROCKFLYING 3.0

roofle roofle
$limit roofle 0
$volume roofle 1.0

weapons/burstgun BURSFire

pstlfire pstlfire
pstlrack pstlrack
pstlout pstlout
$volume pstlout 0.8
pstlin pstlin
$volume pstlin 0.8
rifleout rifleout
weapons/newpistol newpistl
weapons/oldpistol olddspistol
weapons/rifle roofle
PCPCK PCPCK
PKPCK PKPCK

REVOFIR REVOFIR
REVOHAM REVOHAM

RELOAD RELOAD
RELO1 RELO1
RELO2 RELO2

weapons/plasmax PLASMAX
$volume weapons/plasmax 0.4

$random DSTONK { DSTONK1 DSTONK2 }
DSTONK1 DSTONK1
DSTONK2 DSTONK2

OVERHEAT OVERHEAT
$volume OVERHEAT 2.0

csawidle csawidle
$volume csawidle 0.7
REVUP REVUP
$volume REVUP 0.6
REVVING REVVING
$volume REVVING 0.45
sawpull sawpull
sawzip sawzip
sawdown sawdown
$volume sawdown 0.4
sawlow sawlow
$volume sawlow 0.4
sawfull sawfull
sawrev sawrev
revmed revmed
revshort revshort
sawing1 sawing1
$volume sawing1 2.0
sawing2 sawing2
$volume sawing2 3.0
RNDMREV RNDMREV

//LMG
LMGFIRE LMGFIRE
$volume LMGFIRE 0.65
LMGOUT LMGOUT
LMGIN LMGIN
LMGCLK LMGCLK
LMGUP LMGUP
LMGPKP LMGPKP

ROGERTHT ROGERTHT
NEEDHELP NEEDHELP
NEEDBACK NEEDBACK

GEEZ GEEZ
$volume GEEZ 0.6

$random DSMELEE { SWING1 SWING2 SWING3 SWING4 SWING5 SWING6 }
SWING1 SWING1
SWING2 SWING2
SWING3 SWING3
SWING4 SWING4
SWING5 SWING5
SWING6 SWING6

crunch crunch
DSHURT DSHURT

DSBAREXP DSBAREXP

SSBTING	SSBTING

$volume SSBTING 2.0

ASLTLOOP ASLTLOOP
ASLTSTOP ASLTSTOP
$volume ASLTSTOP 0.7
$volume ASLTLOOP 1.5

RADSILNC RADSILNC
RADSTOP RADSTOP
RADCALL RADCALL

$random TELEPORT { TELE1 TELE2 }
TELE1 TELE1
TELE2 TELE2

GTOSS GTOSS

$random SSHFIRE { SSGF1 SSGF2 SSGF3 }
SSGF1 SSGF1
SSGF2 SSGF2
SSGF3 SSGF3
$limit SSHFIRE 0

$random BULLETFLY { ZIP1 ZIP2 ZIP3 ZIP4 ZIP5 ZIP6 ZIP7 ZIP8 ZIP9 ZIP10 ZIP11 ZIP12 ZIP13 ZIP14 ZIP15 ZIP16 ZIP17 ZIP18 ZIP19 ZIP20 ZIP21 ZIP22 }
ZIP1 ZIP1
ZIP2 ZIP2
ZIP3 ZIP3
ZIP4 ZIP4
ZIP5 ZIP5
ZIP6 ZIP6
ZIP7 ZIP7
ZIP8 ZIP8
ZIP9 ZIP9
ZIP10 ZIP10
ZIP11 ZIP11
ZIP12 ZIP12
ZIP13 ZIP13
ZIP14 ZIP14
ZIP15 ZIP15
ZIP16 ZIP16
ZIP17 ZIP17
ZIP18 ZIP18
ZIP19 ZIP19
ZIP20 ZIP20
ZIP21 ZIP21
ZIP22 ZIP22
$limit BULLETFLY 0
$volume BULLETFLY 2.0

SSHO SSHO
SSHC SSHC
$volume SSHC 0.8
SSHL SSHL

twang twang
$volume twang 1.0

$random H4SHOT { h4shot1 h4shot2 h4shot3 h4shot4 h4shot5 }
h4shot1 h4shot1
h4shot2 h4shot2
h4shot3 h4shot3
h4shot4 h4shot4
h4shot5 h4shot5
$volume H4SHOT 1.0

$random SNIPSHOT { snip1 snip2 snip3 snip4 }
snip1 snip1
snip2 snip2
snip3 snip3
snip4 snip4
$volume SNIPSHOT 1.0

newpistl newpistl
$random magnum { 2XPFIRE1 2XPFIRE2 2XPFIRE3 2XPFIRE4 2XPFIRE5 } 
2XPFIRE1 2XPFIRE1
2XPFIRE2 2XPFIRE2
2XPFIRE3 2XPFIRE3
2XPFIRE4 2XPFIRE4
2XPFIRE5 2XPFIRE5
$volume Magnum 1.1

HUNTING HUNTING
$volume HUNTING 1.0
$limit HUNTING 0

$random shotgunf { SHOTF1 SHOTF2 SHOTF3 SHOTF4 SHOTF5 SHOTF6 }
SHOTF1 SHOTF1
SHOTF2 SHOTF2
SHOTF3 SHOTF3
SHOTF4 SHOTF4
SHOTF5 SHOTF5
SHOTF6 SHOTF6
$volume shotgunf 1.0
$limit shotgunf 0
weapons/sgpump STGNPUMP
$volume weapons/sgpump 0.6

$random LAZSHOT { LAZ1 LAZ2 LAZ3 LAZ2 LAZ4 }
LAZ1 LAZ1
LAZ2 LAZ2
LAZ3 LAZ3
LAZ4 LAZ4

$random weapons/shotgun/fire { SHOTF1 SHOTF2 SHOTF3 SHOTF4 SHOTF5 SHOTF6 }
SHOTF1 SHOTF1
SHOTF2 SHOTF2
SHOTF3 SHOTF3
SHOTF4 SHOTF4
SHOTF5 SHOTF5
SHOTF6 SHOTF6
$volume weapons/shotgun/fire 1.0
weapons/shotgun/pump	            STGNPUMP
$volume weapons/shotgun/pump 0.6

PLSCOOL PLSCOOL
$limit PLSCOOL 0
$volume PLSCOOL 0.7

weapons/firegrenade			GLAUNCH
weapons/reloadgrenade			GRELOAD
GRLLO1 GRLLO1
GRLLO2 GRLLO2

RAILF1 RAILF1
RAILR1 RAILR1

A12FIR A12FIR
AACL AACL

SMGFIRE SMGFIRE
HMGFIRE HMGFIRE

10KIDLE 10KIDLE
10KSTART 10KSTART
10KFIRE 10KFIRE
10KSTOP 10KSTOP

$rolloff weapons/firegrenade 3000 100 

//Grenades

$random GBANG { GBANG1 GBANG2 GBANG3 GBANG4 GBANG5 GBANG6 GBANG7 GBANG8 GBANG9 GBANG10 GBANG11 GBANG12 GBANG13 GBANG14 GBANG15 GBANG16 GBANG17 }
GBANG1 GBANG1
GBANG2 GBANG2
GBANG3 GBANG3
GBANG4 GBANG4
GBANG5 GBANG5
GBANG6 GBANG6
GBANG7 GBANG7
GBANG8 GBANG8
GBANG9 GBANG9
GBANG10 GBANG10
GBANG11 GBANG11
GBANG12 GBANG12
GBANG13 GBANG13
GBANG14 GBANG14
GBANG15 GBANG15
GBANG16 GBANG16
GBANG17 GBANG17
GBANG18 GBANG18
GBANG19 GBANG19
GBANG20 GBANG20
GBANG21 GBANG21
$rolloff  GBANG 1100 1600
$limit GBANG 0

GPIN OPNGRN
OPNGRN OPNGRN
$volume GPIN 0.7

$random GBOUNCE { GRENB1 GRENB2 GRENB3 }
GRENB1 GRENB1 
GRENB2 GRENB2 
GRENB3 GRENB3
$volume GBOUNCE 0.15

//MINES
MINE001		MINE001
MINE002		MINE002
GRNPIN GRNPIN
weapons/pbarm dspiparm
rckclip2 rckclip2

weapons/pistol dspistol
$limit weapons/pistol 0

redburn	redburn

world/watersplash		splash1
$volume world/watersplash 0.5

PLSM9 PLSM9
$volume PLSM9 0.85
$limit PLSM9 0
world/sludgegloop		dsploosh
$volume world/sludgegloop 0.5
world/lavasizzle		dslvsiz
world/drip			dsdrip
$volume world/drip 0.2
world/hotsiz			dshtsiz
weapons/empty DRYFIRE
$volume weapons/empty 0.6
BIGSCREA BIGSCREA
CLIPIN CLIPIN
CLIPINSS CLIPINSS
MP40 MP40
$limit MP40 30
$limit weapons/sg 10
insertshell        SHELL_IN
DSRLAUN DSRLAUN
$volume DSRLAUN 0.9

LAUNCH LAUNCH
PLREADY PLREADY
BFGREADY BFGREADy
RLREADY RLREADY
BFGEXPLO BFGEXPLO
$rolloff BFGEXPLO 2000 1500
BFGCHARGE BFGCHARG
BFGFIRE BFGFIRE
ARMOR ARMOR

IBRN1 IBRN1
IBRN2 IBRN2
IBRN3 IBRN3
RELOAD RELOAD
Explosion EXPLOSIO
$limit Explosion 0
EXPLOSIO1 EXPLOSIO1

$limit world/watersplash 1
$limit world/sludgegloop 2
$limit world/drip 2
$limit world/hotsiz 2
$limit world/lavasizzle 2

$volume world/watersplash 0.3 
$volume weapons/casing2 0.25 
$limit weapons/casing2 1

$rolloff world/watersplash 300 300 

weapons/plasmarifle PLASMA
$limit weapons/plasmarifle 0 

Rocket/Launch DSRLAUN
rlthunk rlthunk

$volume RICOSHAY 2.0
$random RICOSHAY { ricochet1 ricochet2 ricochet3 ricochet4 ricochet5 ricochet6 ricochet7 ricochet8 ricochet09 ricochet10 ricochet11 ricochet12 }
ricochet1       RICO01
ricochet2       RICO02
ricochet3       RICO03
ricochet4       RICO04
ricochet5       RICO05
ricochet6       RICO06
ricochet7       RICO07
ricochet8		RICO08
ricochet9		RICO09
ricochet10		RICO10
ricochet11    	RICO11
ricochet12		RICO12

$limit ricochet1 1
$limit ricochet2 1
$limit ricochet3 1
$limit ricochet4 1
$limit ricochet5 1
$limit ricochet6 1
$limit ricochet7 1
$limit ricochet8 1
$limit ricochet9 1
$limit ricochet10 1
$limit ricochet11 1
$limit ricochet12 1

$rolloff ricochet1 200 700  
$rolloff ricochet2 200 700
$rolloff ricochet3 200 700 
$rolloff ricochet4 200 700 
$rolloff ricochet5 200 700 
$rolloff ricochet6 200 700 
$rolloff ricochet7 200 700
$rolloff ricochet8 200 700
$rolloff ricochet9 200 700
$rolloff ricochet10 200 700
$rolloff ricochet11 200 700 
$rolloff ricochet12 200 700

BIGEXPL2 BIGEXPL2

FAREXPL FAREXPL
$volume FAREXPL 0.5
$rolloff FAREXPL 3200 5400
$limit FAREXPL 1

$rolloff  Explosion 500 1200

weapons/chainsaw/draw	CSAWDRAW
weapons/chainsaw/start	CSAWSTRT
weapons/chainsaw/loop	CSAWLOOP
weapons/chainsaw/stop	CSAWSTOP
weapons/chainsaw/idle	CSAWREDY
$volume weapons/chainsaw/loop 0.6
$limit weapons/chainsaw/loop 1
$volume weapons/chainsaw/idle 0.7

weapons/shell1			dsshell1
weapons/shell2			dsshell2
weapons/shell3			dsshell3
$random weapons/shell		{weapons/shell1 weapons/shell2 weapons/shell3}
$volume weapons/shell 0.25

PLASMA PLASM
IMPACT IMPACT

RELOAD RELOAD

insertshell        SHELL_IN
blooddrop		bloddrop
$volume blooddrop 0.4

// Gore
$random misc/xdeath		{ misc/xdeath1a misc/xdeath1b misc/xdeath1c misc/xdeath1d misc/xdeath1e misc/xdeath1f misc/xdeath2a misc/xdeath2b misc/xdeath2c misc/xdeath2d misc/xdeath2e misc/xdeath2f misc/xdeath3a misc/xdeath3b misc/xdeath3c misc/xdeath4a misc/xdeath4b misc/xdeath4c }
misc/xdeath1a			dsxdth1a
misc/xdeath1b			dsxdth1b
misc/xdeath1c			dsxdth1c
misc/xdeath1d			dsxdth1d
misc/xdeath1e			dsxdth1e
misc/xdeath1f			dsxdth1f
$random misc/xdeath1		{ misc/xdeath1a misc/xdeath1b misc/xdeath1c misc/xdeath1d misc/xdeath1e misc/xdeath1f }
misc/xdeath2a			dsxdth2a
misc/xdeath2b			dsxdth2b
misc/xdeath2c			dsxdth2c
misc/xdeath2d			dsxdth2d
misc/xdeath2e			dsxdth2e
misc/xdeath2f			dsxdth2f
$random misc/xdeath2		{ misc/xdeath2a misc/xdeath2b misc/xdeath2c misc/xdeath2d misc/xdeath2e misc/xdeath2f }
misc/xdeath3a			dsxdth3a
misc/xdeath3b			dsxdth3b
misc/xdeath3c			dsxdth3c
$random misc/xdeath3		{ misc/xdeath3a misc/xdeath3b misc/xdeath3c }
misc/xdeath4a			dsxdth4a
misc/xdeath4b			dsxdth4b
misc/xdeath4c			dsxdth4c
$random misc/xdeath4		{ misc/xdeath4a misc/xdeath4b misc/xdeath4c }

$volume misc/xdeath 0.2
$volume misc/xdeath1 0.2
$volume misc/xdeath2 0.2
$volume misc/xdeath3 0.2
$volume misc/xdeath4 0.2

//Aspects Floor Sounds

//Carpet - soft ground
$random floor/carpet		{ floor/carpet01  floor/carpet02 floor/carpet03 }
floor/carpet01	dscarp1
floor/carpet02	dscarp2
floor/carpet03	dscarp3

$limit floor/carpet 10

//Dirt
$random floor/dirt		{ floor/dirt01  floor/dirt02 floor/dirt03 floor/dirt04  floor/dirt05 floor/dirt06 }
floor/dirt01	dsdirt1
floor/dirt02	dsdirt2
floor/dirt03	dsdirt3
floor/dirt04	dsdirt4
floor/dirt05	dsdirt5
floor/dirt06	dsdirt6

$limit floor/dirt 10

//Gravel - loose crunchy surface
$random floor/gravel		{ floor/grav01  floor/grav02 floor/grav03 floor/grav04 }
floor/grav01	dsgrav1
floor/grav02	dsgrav2
floor/grav03	dsgrav3
floor/grav04	dsgrav4

$limit floor/gravel 10

//Metal - hard metal
$random floor/metal		{ floor/metl01  floor/metl02 floor/metl03 floor/metl04  floor/metl05 floor/metl06 }
floor/metl01	dsmet01
floor/metl02	dsmet02
floor/metl03	dsmet03
floor/metl04	dsmet04
floor/metl05	dsmet05
floor/metl06	dsmet06

$limit floor/metal 10

//Metal2 - clanky metal
$random floor/met2		{ floor/met201  floor/met202 floor/met203 floor/met204 }
floor/met201	dsmet201
floor/met202	dsmet202
floor/met203	dsmet203
floor/met204	dsmet204

$limit floor/met2 10

//Rock - Hard outdoor type floor
$random floor/rock		{ floor/rock01  floor/rock02 floor/rock03 floor/rock04  floor/rock05 floor/rock06 floor/rock07 floor/rock08 }
floor/rock01	dsrock1
floor/rock02	dsrock2
floor/rock03	dsrock3
floor/rock04	dsrock4
floor/rock05	dsrock5
floor/rock06	dsrock6
floor/rock07	dsrock7
floor/rock08	dsrock8

$limit floor/rock 10

//Snow
$random floor/snow		{ floor/snow01  floor/snow02 floor/snow03 floor/snow04  floor/snow05 floor/snow06 }
floor/snow01	dssnow1
floor/snow02	dssnow2
floor/snow03	dssnow3
floor/snow04	dssnow4
floor/snow05	dssnow5
floor/snow06	dssnow6

$limit floor/snow 10

//Hard - generic hard floor
$random floor/hard		{ floor/hard01  floor/hard02 floor/hard03 floor/hard04  floor/hard05 floor/hard06 }
floor/hard01	dshard1
floor/hard02	dshard2
floor/hard03	dshard3
floor/hard04	dshard4
floor/hard05	dshard5
floor/hard06	dshard6

$limit floor/hard 10

//Tile - Hard indoor floor
$random floor/tile		{ floor/tile01  floor/tile02 floor/tile03 floor/tile04  floor/tile05 floor/tile06 }
floor/tile01	dstile01
floor/tile02	dstile02
floor/tile03	dstile03
floor/tile04	dstile04
floor/tile05	dstile05
floor/tile06	dstile06

$limit floor/tile 10

//Tile2 - More echoey traditional tile
$random floor/tile2		{ floor/tile201  floor/tile202 floor/tile203 floor/tile204  floor/tile205 floor/tile206 floor/tile207 floor/tile208 }
floor/tile201	dstile21
floor/tile202	dstile22
floor/tile203	dstile23
floor/tile204	dstile24
floor/tile205	dstile25
floor/tile206	dstile26
floor/tile207	dstile27
floor/tile208	dstile28

$limit floor/tile2 10

//Wood
$random floor/wood		{ floor/wood01  floor/wood02 floor/wood03 floor/wood04 }
floor/wood01	dswood1
floor/wood02	dswood2
floor/wood03	dswood3
floor/wood04	dswood4

$limit floor/wood 10

//Slimy - for the Doom snake floors
$random floor/slimy		{ floor/slimy01  floor/slimy02 floor/slimy03 floor/slimy04 }
floor/slimy01	dsslimy1
floor/slimy02	dsslimy2
floor/slimy03	dsslimy3
floor/slimy04	dsslimy4

$limit floor/slimy 10

//Fans and electrical stuff
floor/elec1	dselec1

$limit floor/elec1 10

//Torches
props/redfire					dsrdtrch

$random props/torchfire {props/greenfire props/redfire props/bluefire}
$rolloff props/greenfire 32 900
$rolloff props/redfire 32 800
$rolloff props/bluefire 32 900
$rolloff props/torchfire 32 900

$limit props/greenfire 1
$limit props/redfire 1
$limit props/bluefire 1
$limit props/torchfire 4
$volume props/greenfire 0.8
$volume props/redfire 0.6
$volume props/bluefire 0.8
$volume props/barrelfire 0.8

weapons/RLL RLANSHOT

weapons/gswing                  dsswing
$volume weapons/gswing 0.75
weapons/gpunch                  dspunch
DSSAWZIP DSSAWZIP
DSSAWPUL DSSAWPUL

$random weapons/casing  { weapons/casing1 weapons/casing2 weapons/casing3 } 
weapons/casing1	dscasin1
weapons/casing2	dscasin2
weapons/casing3	dscasin3
$limit weapons/casing  1
$volume weapons/casing 0.25

$random SlowBurnDeath  { DSCULTF1 DSCULTF3 }
DSCULTF1 DSCULTF1
DSCULTF2 DSCULTF2
DSCULTF3 DSCULTF3

$rolloff  weapons/casing 100 600

weapons/chainsaw/hitwall1	DSSAWAL1
weapons/chainsaw/hitwall2	DSSAWAL2
weapons/chainsaw/hitwall3	DSSAWAL3
weapons/chainsaw/hitwall4	DSSAWAL4

$random weapons/chainsaw/hitwall { weapons/chainsaw/hitwall1 weapons/chainsaw/hitwall2 weapons/chainsaw/hitwall3 weapons/chainsaw/hitwall4 }
$volume weapons/chainsaw/hitwall 0.5

$random BLOOOD  { DSBLUD01 DSBLUD02 DSBLUD03 }
DSBLUD01 DSBLUD01
DSBLUD02 DSBLUD02
DSBLUD03 DSBLUD03

$volume BLOOOD 0.5

PLATA1 PLATA1

RLANDRAW RLANDRAW
RLANSHOT RLANSHOT
ROCKPKUP ROCKPKUP
BERSPKUP BERSPKUP
CBOXPKUP CBOXPKUP
CBOX_PACK CBOXPACK
CELLPKUP CELLPKUP
CHGNPKUP CHGNPKUP
MEGAPKUP MEGAPKUP
PLSDRAW PLSDRAW
SHELPKUP SHELPKUP

$random LSOD {LSOD1 LSOD2 LSOD3 LSOD4}
LSOD1 LSOD1
LSOD2 LSOD2
LSOD3 LSOD3
LSOD4 LSOD4

DSBGSIT3 DSBGSIT3
DSBGSIT4 DSBGSIT4
DSGOTKEY DSGOTKEY
DSPOSIT4 DSPOSIT4
DSPOSIT5 DSPOSIT5
DSPOSIT6 DSPOSIT6
DSBIGDPN DSBIGDPN

BEP BEP
BEPBEP BEPBEP
BEEEP BEEEP

DSFDTHG DSFDTHG
$volume DSFDTHG 0.7
DSFDTHE DSFDTHE
$volume DSFDTHE 0.7

BREATHOF BREATHOF
$volume BREATHOF 0.5
CLAP CLAP

KNUCKLED KNUCKLED

DSSALUTE DSSALUTE

$random Sparks/Spawn { Sparks/Sound1  Sparks/Sound2  Sparks/Sound3  Sparks/Sound4 }
$volume Sparks/Spawn 0.6
Sparks/Sound1		SPARKS1
Sparks/Sound2		SPARKS2
Sparks/Sound3		SPARKS3
Sparks/Sound4		SPARKS4

DSBOTTLE DSBOTTLE
DSPIPBNC DSPIPBNC
TAUNT TAUNT

//GLAUNCHER

Weapons/GrenadeFire	DSGRFIRE
Weapons/GrenadeBounce	DSGRBNCE
Weapons/GrenadeOpen	DSGROPEN
Weapons/GrenadeLoad	DSGRLOAD
Weapons/GrenadeClose	DSGRCLOS

$pitchshift Weapons/GrenadeBounce 2

GRENPICK  GRENPICK
GRENUP    GRENUP
SGRENUP   SGRENUP


DSCANFIR DSCANFIR
$rolloff DSCANFIR 200 3400

//Mags

$random weapons/smallmagdrop  { weapons/smallmagdrop1 weapons/smallmagdrop2 weapons/smallmagdrop3 weapons/smallmagdrop4 }
weapons/smallmagdrop1		dsbounc1
weapons/smallmagdrop2		dsbounc2
weapons/smallmagdrop3		dsbounc3
weapons/smallmagdrop4		dsbounc4
$limit weapons/smallmagdrop 1

$random weapons/largemagdrop  { weapons/largemagdrop1 weapons/largemagdrop2 weapons/largemagdrop3 weapons/largemagdrop4 }
weapons/largemagdrop1		dsaounc1
weapons/largemagdrop2		dsaounc2
weapons/largemagdrop3		dsaounc3
weapons/largemagdrop4		dsaounc4
$limit weapons/largemagdrop 1

weapons/barrelpain		barrelz

$volume weapons/smallmagdrop 0.1
$volume weapons/largemagdrop 0.1

//Impse
$random imp/melee { imp/melee1 imp/melee2 imp/melee3 } 
imp/melee1	IMPCLAW1
imp/melee2	IMPCLAW2
imp/melee3	IMPCLAW3

$random superwhack { marine/superfist1 marine/superfist2 marine/superfist3 marine/superfist4 marine/superfist5 }
marine/superfist1 plspnch1
marine/superfist2 plspnch2
marine/superfist3 plspnch3
marine/superfist4 plspnch4
marine/superfist5 plspnch5

superhit plspnch6
$volume superhit 1.2

normalwhack *player/cyborg/fist


$random BURNZOM {BURNZOM1 BURNZOM2 BURNZOM3}
BURNZOM1 BURNZOM1
BURNZOM2 BURNZOM2
BURNZOM3 BURNZOM3

IMPCHARG IMPCHARG
$volume IMPCHARG 0.6
DSRFIRE DSRFIRE

KICK KICK
FOOTWALL FOOTWALL
PAIN1 PAIN1
$volume PAIN1 0.8

juggernaut/see BTKUNQV2
juggernaut/roam BTKUNQV1
juggernaut/engine BTKENGN1
juggernaut/death BTKDETH1
$random juggernaut/pain { BTKPAIN1 BTKPAIN2 BTKPAIN3 }
BTKPAIN1 BTKPAIN1
BTKPAIN2 BTKPAIN2
BTKPAIN3 BTKPAIN3


$rolloff  juggernaut/see 900 1100
$rolloff  juggernaut/engine 900 1100
$rolloff  juggernaut/death 900 2800
$rolloff  juggernaut/pain 900 1100
$rolloff  juggernaut/roam 900 1100


$random DSMADTH { DSMADTH1 DSMADTH2 DSMADTH3 DSMADTH4 DSMADTH5 DSMADTH6 DSMADTH7 DSMADTH8 }
DSMADTH1 DSMADTH1
DSMADTH2 DSMADTH2
DSMADTH3 DSMADTH3
DSMADTH4 DSMADTH4
DSMADTH5 DSMADTH5
DSMADTH6 DSMADTH6
DSMADTH7 DSMADTH7
DSMADTH8 DSMADTH8

PSXDPN PSXDPN

CYBTAT CYBTAT
$rolloff CYBTAT 50 8000

$random  nazi/sight {  NAZISIT1 NAZISIT2 NAZISIT3 NAZISIT4 NAZISIT5 NAZISIT6 NAZISIT7 NAZISIT8 }
MP40 MP40 
$random  nazi/pain {  NAZIPN1 NAZIPN2 NAZIPN3 NAZIPN4 NAZIPN5 NAZIPN6 NAZIPN7 NAZIPN8 }
$random  nazi/death { NAZIDTH1 NAZIDTH2 NAZIDTH3 NAZIDTH4 NAZIDTH5 NAZIDTH6 NAZIDTH7 NAZIDTH8 NAZIDTH9 }
WolfSS/attack MP40

//Marine Voices
$random MRNAT { MRNAT1 MRNAT2 MRNAT3 MRNAT4 MRNAT5 MRNAT6 NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING }
MRNAT1 MRNAT1
MRNAT2 MRNAT2
MRNAT3 MRNAT3
MRNAT4 MRNAT4
MRNAT5 MRNAT5
MRNAT6 MRNAT6

$random MRNWT { MRNWT1 MRNWT2 MRNWT3 MRNWT4 MRNWT5 MRNWC MRNWC MRNWC NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING }
MRNWT1 MRNWT1
MRNWT2 MRNWT2
MRNWT3 MRNWT3
MRNWT4 MRNWT4
MRNWT5 MRNWT5

$random MRNWC { MRNWC1 MRNWC2 MRNWC3 MRNWC4 MRNWC5 MRNWC6 }
MRNWC1 MRNWC1
MRNWC2 MRNWC2
MRNWC3 MRNWC3
MRNWC4 MRNWC4
MRNWC5 MRNWC5
MRNWC6 MRNWC6

MRNGI1 MRNGI1
MRNGI2 MRNGI2

$random MRNAG { MRNAG1 MRNAG2 }
MRNAG1 MRNAG1
MRNAG2 MRNAG2

$rolloff  MRNAT 50 1000
$rolloff  MRNWT 50 1000
$rolloff  MRNWC 50 1000
$rolloff  MRNGI1 50 1000
$rolloff  MRNGI2 50 1000
$rolloff  MRNAG 50 1000

ICEBRK1 ICEBRK1
ICEBRK2 ICEBRK2

// NEW SHIT -----------------------------------------------------------

sawdmg sawdmg
$volume sawdmg 1.5
$limit sawdmg 1

KNWALL KNWALL
sawswing sawswing
sawflesh sawflesh
CSAWFLESH sawflesh

$random weapons/chngun { DSCFIRE1 DSCFIRE2 DSCFIRE3 DSCFIRE4 }
DSCFIRE1 DSCFIRE1 
DSCFIRE2 DSCFIRE2 
DSCFIRE3 DSCFIRE3 
DSCFIRE4 DSCFIRE4 

VRIFLE VRIFLE
weapons/oldpistol oldpstl

impburn impburn
spcrawl spcrawl

decharg decharg

kikbarl kikbarl
losexpl losexpl
headex headex

bossdie bossdie
$volume bossdie 1.2

PTSUSE PTSUSE
FULLPTS FULLPTS
JREEL JREEL
HISSZOOM HISSZOOM
JABSORB JABSORB
MKTING MKTING
bpickup COIN
CROSS CROSS

mancidle mancidle
$volume mancidle 1.4

smash1 smash1
smash2 smash2
smash3 smash3
smash4 smash4
$random smash { smash1 smash2 smash3 smash4 }
$volume smash 1.0

RIPNTORN RIPNTORN
$volume RIPNTORN 1.2

masterspinup MSTSPNU
masterspindown MSTSPND
mastersh mastersh
$rolloff mastersh 800 5400
$volume mastersh 1.4

masterex revexpl
$volume masterex 0.6
$rolloff masterex 100 1800
$limit masterex 3
$pitchshift masterex 1

fbshoot fbshoot
mnshoot fbshoot
fbhit fbhit
$rolloff fbhit 300 1800
$rolloff mnshoot 600 2100

revgun revgun
$rolloff revgun 600 2100
revgunl revgunl
revgunr revgunr
revexpl revexpl
$rolloff revexpl 300 1800
$limit revexpl 6
$volume revexpl 0.8
revmsfly revmsfly
revget revget

mapget mapget
sgfire1 sgfire1

flamersh flamersh
flameren flameren
$volume flamersh 0.9
$volume flameren 1.0

rockmag1 rockmag1
rockmag2 rockmag2
rockmag3 rockmag3

$random rockmag {rockmag1 rockmag2 rockmag3}
$volume rockmag 0.8

nadeboom nadeboom
$rolloff nadeboom 800 1200

mbfghit mbfghit
$limit mbfghit 3
$volume mbfghit 0.8
$pitchshift mbfghit 3
mbfgsh mbfgsh
$volume mbfgsh 1.2
$limit mbfgsh 0
mbfgfly mbfgfly
$rolloff mbfghit 500 2100

rockload rockload

semiauto semiauto
rocketfly rockfly
rlcycle rlcycle

nullsound nullsound

weapons/dsgsing			dsgsing
$volume weapons/dsgsing 0.75

weapons/shtload1			shtload1
weapons/shtload2			shtload2
weapons/shtload3			shtload3
$random weapons/shtload		{weapons/shtload1 weapons/shtload2 weapons/shtload3}

PLSCHARG PLSCHARG
$limit PLSCHARG 1
PLSFULL PLSFULL
PLSALTFR PLSALTFR

menu/choose			sgfire1
$volume menu/choose 0.8
menu/cursor			sgget

//superwak superwak
//superhit superhit

// All Things Minigun ----------------------------------------------------------------------------------

weapons/minigunfire enemymg
$rolloff weapons/minigunfire 400 1800

minigslow DSMINSLW
$limit minigslow 1
$volume minigslow 1.0

weapons/minigunfast DSMINIGN
$limit weapons/minigunfast 0
$volume weapons/minigunfast 1.0

minifast minifast
$limit minifast 1
$volume minifast 1.0

CHAINSPI CHAINSPI
$limit CHAINSPI 1
$volume CHAINSPI 1.0

CHAINSTA CHAINSTA
CHAINSTO CHAINSTO

CHAINSPF CHAINSPF
$limit CHAINSPF 1
$volume CHAINSPF 1.0

CHAINSTF CHAINSTF
CHNSTPF CHNSTPF

mgend mgend
$volume mgend 0.6

mgendsl mgendsl
$volume mgendsl 0.6

flameget flameget

// Misc Pickup Sounds ---------------------------------------

armgetm armgetm
armgetl armgetl

sgget sgget

shellget shellget
$volume shellget 0.7

clipget clipget
clipbox clipbox
clipick clipick
clipick2 clipick2
RBOX_PACK cboxpack
cellget cellget
cellbox cellbox
rockget rockget
rockbox rockbox
runeget runeget
medget medget
stimget stimget
packget packget

$volume clipget 0.8

hbonus1 hbonus1
hbonus2 hbonus2
hbonus3 hbonus3
$random hbonus			{hbonus1 hbonus2 hbonus3}
$limit hbonus 0
$volume hbonus 0.6

abonus1 abonus1
abonus2 abonus2
abonus3 abonus3
$random abonus			{abonus1 abonus2 abonus3}
$limit abonus 0
$volume abonus 0.6

getinv getinv
getsoul getsoul
getmega getmega
getvisor getvisor
getsuit getsuit

// Player Grunts ---------------------------------------------

painlow painlow
painmed painmed
painmhi painmhi
step step

$random ouchies {painlow painmed painhi none}

$playeralias	player	male	*pain100		ouchies
$playeralias	player	male	*pain75		*pain100
$playeralias	player	male	*pain50		*pain100
$playeralias	player	male	*pain25		*pain100

pldie1 pldie1
pldie2 pldie2
$random pldeath {pldie1 pldie2}
$volume pldeath 1.4

$playeralias	player	male	*death	pldeath
$playeralias	player	male	*xdeath	pldeath
$playeralias	player	male	*gibbed	pldeath

pljump pljump

$limit dsnoway 1

$random jumping	{pljump nullsound}
$playeralias	player	male	*jump	jumping
$playeralias	player	male	*land	step
$playeralias	player	male	*grunt	nullsound

$random ALLYCHAT { 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 HUGE }
1  1 
2  2 
3  3 
4  4 
5  5 
6  6 
7  7 
8  8 
9  9 
10 10 
11 11 
12 12 
13 13 
14 14 
15 15 
16 16 
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23 23 
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25 25 
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27 27 
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29 29 
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31 31 
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33 33 
34 34 
35 35 
36 36 
37 37 
38 38 
39 39 
40 40 
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42 42 
43 43 
44 44 
45 45 
46 46 
47 47 
48 48 
49 49 
50 50 
51 51 
52 52 
53 53 
54 54 
55 55 
56 56 
57 57 
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60 60 
61 61 
62 62 
63 63 
64 64 
65 65 
66 66 
67 67 
68 68 
69 69 
70 70 
71 71 
72 72 
73 73
HUGE HUGE
$volume ALLYCHAT 2.5
$limit ALLYCHAT 1