// - vanilla overrides CaptureFlag.EnemyStolen { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.EnemyDropped { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.EnemyCaptured { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.EnemyReturned { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.TeamStolen { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.TeamDropped { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.TeamCaptured { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.TeamReturned { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } CaptureFlag.FlagSpawn { channel CHAN_VOICE2 volume 0 pitch 0 soundlevel SNDLVL_NONE wave common/null.wav } Crocs.JumpOut { channel CHAN_STATIC volume 0.4 pitch PITCH_NORM soundlevel SNDLVL_60dB wave )ambient/lair/crocs_jump_out.wav } Crocs.JumpIn { channel CHAN_STATIC volume 0.4 pitch PITCH_NORM soundlevel SNDLVL_60dB wave )ambient/lair/crocs_jump_in.wav } Crocs.JumpBite { channel CHAN_STATIC volume 0.4 pitch PITCH_NORM soundlevel SNDLVL_60dB wave )ambient/lair/crocs_jump_bite.wav } BaseCombatCharacter.AmmoPickup { channel CHAN_AUTO volume 0.0 pitch 0 soundlevel SNDLVL_60dB wave common/null.wav } TFPlayer.MedicChargedDeath { channel CHAN_STATIC volume 0.5 soundlevel SNDLVL_60dB pitch PITCH_NORM wave player/medic_charged_death.wav } Player.ResistanceLight { channel CHAN_STATIC volume 0.5 soundlevel SNDLVL_75dB pitch 90,110 rndwave { wave )player/resistance_light1.wav wave )player/resistance_light2.wav wave )player/resistance_light3.wav wave )player/resistance_light4.wav } } Player.ResistanceMedium { channel CHAN_STATIC volume 0.5 soundlevel SNDLVL_75dB pitch 90,110 rndwave { wave )player/resistance_medium1.wav wave )player/resistance_medium2.wav wave )player/resistance_medium3.wav wave )player/resistance_medium4.wav } } Player.ResistanceHeavy { channel CHAN_STATIC volume 0.5 soundlevel SNDLVL_75dB pitch 90,110 rndwave { wave )player/resistance_heavy1.wav wave )player/resistance_heavy2.wav wave )player/resistance_heavy3.wav wave )player/resistance_heavy4.wav } } Medic.AutoCallerAnnounce { channel CHAN_VOICE volume 0.6 soundlevel SNDLVL_60dB wave )ui/medic_alert.wav } Weapon_RocketPack.BoostersExtend { channel CHAN_WEAPON soundlevel SNDLVL_60dB volume 0.5 pitch PITCH_NORM wave )weapons/rocket_pack_boosters_extend.wav } Weapon_RocketPack.BoostersRetract { channel CHAN_WEAPON soundlevel SNDLVL_60dB volume 0.5 pitch PITCH_NORM wave )weapons/rocket_pack_boosters_retract.wav } DisciplineDevice.PowerUp { soundlevel SNDLVL_NONE channel CHAN_AUTO volume 0.0 pitch 0 wave common/null.wav } DisciplineDevice.PowerDown { soundlevel SNDLVL_NONE channel CHAN_AUTO volume 0.0 pitch 0 wave common/null.wav } WeaponMedigun.Charged { channel CHAN_STATIC soundlevel SNDLVL_60dB volume 0.5 wave weapons/medigun_charged.wav } WeaponMedigun_Vaccinator.Charged_tier_01 { channel CHAN_STATIC soundlevel SNDLVL_60dB volume 0.3 wave )weapons/vaccinator_charge_tier_01.wav } WeaponMedigun_Vaccinator.InvulnerableOn { channel CHAN_WEAPON volume 0.3 soundlevel SNDLVL_60dB wave )player/invuln_on_vaccinator.wav } WeaponMedigun_Vaccinator.InvulnerableOff { channel CHAN_WEAPON volume 0.3 soundlevel SNDLVL_60dB wave )player\invuln_off_vaccinator.wav } WeaponMedigun_Vaccinator.Toggle { channel CHAN_STATIC volume 0.5 soundlevel SNDLVL_60dB wave )weapons\vaccinator_toggle.wav } WeaponGrapplingHook.ImpactDefault { channel CHAN_STATIC soundlevel SNDLVL_70dB volume 0.7 pitch PITCH_NORM wave weapons/grappling_hook_impact_default.wav } WeaponGrapplingHook.ImpactFlesh { channel CHAN_STATIC soundlevel SNDLVL_70dB volume 0.7 wave )weapons/grappling_hook_impact_flesh.wav } Game.Revenge { channel CHAN_STATIC volume 0 pitch 0 soundlevel SNDLVL_NORM wave common/null.wav } Game.Domination { channel CHAN_STATIC volume 0 pitch 0 soundlevel SNDLVL_NORM wave common/null.wav } Game.Nemesis { channel CHAN_STATIC volume 0 pitch 0 soundlevel SNDLVL_NORM wave common/null.wav } Game.PenetrationKill { channel CHAN_STATIC volume 0 pitch 0 soundlevel SNDLVL_NORM wave common/null.wav } // - copy pasted from game_sounds_vo_mvm // note: channels replaced from CHAN_VOICE so it doesn't override player voicelines Demoman.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/demoman_mvm_PainSevere01.mp3 wave vo/mvm/norm/demoman_mvm_PainSevere02.mp3 wave vo/mvm/norm/demoman_mvm_PainSevere03.mp3 wave vo/mvm/norm/demoman_mvm_PainSevere04.mp3 } } Engineer.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_95dB rndwave { wave vo/mvm/norm/engineer_mvm_PainSevere01.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere02.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere03.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere04.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere05.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere06.mp3 wave vo/mvm/norm/engineer_mvm_PainSevere07.mp3 } } Heavy.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/heavy_mvm_PainSevere01.mp3 wave vo/mvm/norm/heavy_mvm_PainSevere02.mp3 wave vo/mvm/norm/heavy_mvm_PainSevere03.mp3 } } Medic.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/medic_mvm_PainSevere01.mp3 wave vo/mvm/norm/medic_mvm_PainSevere02.mp3 wave vo/mvm/norm/medic_mvm_PainSevere03.mp3 wave vo/mvm/norm/medic_mvm_PainSevere04.mp3 } } Pyro.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/pyro_mvm_PainSevere01.mp3 wave vo/mvm/norm/pyro_mvm_PainSevere02.mp3 wave vo/mvm/norm/pyro_mvm_PainSevere03.mp3 wave vo/mvm/norm/pyro_mvm_PainSevere04.mp3 wave vo/mvm/norm/pyro_mvm_PainSevere05.mp3 wave vo/mvm/norm/pyro_mvm_PainSevere06.mp3 } } Scout.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/scout_mvm_PainSevere01.mp3 wave vo/mvm/norm/scout_mvm_PainSevere02.mp3 wave vo/mvm/norm/scout_mvm_PainSevere03.mp3 wave vo/mvm/norm/scout_mvm_PainSevere04.mp3 wave vo/mvm/norm/scout_mvm_PainSevere05.mp3 wave vo/mvm/norm/scout_mvm_PainSevere06.mp3 } } Sniper.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/sniper_mvm_PainSevere01.mp3 wave vo/mvm/norm/sniper_mvm_PainSevere02.mp3 wave vo/mvm/norm/sniper_mvm_PainSevere03.mp3 wave vo/mvm/norm/sniper_mvm_PainSevere04.mp3 } } Spy.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/spy_mvm_PainSevere01.mp3 wave vo/mvm/norm/spy_mvm_PainSevere02.mp3 wave vo/mvm/norm/spy_mvm_PainSevere03.mp3 wave vo/mvm/norm/spy_mvm_PainSevere04.mp3 wave vo/mvm/norm/spy_mvm_PainSevere05.mp3 } } Soldier.MVM_Death { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/mvm/norm/soldier_mvm_PainSevere01.mp3 wave vo/mvm/norm/soldier_mvm_PainSevere02.mp3 wave vo/mvm/norm/soldier_mvm_PainSevere03.mp3 wave vo/mvm/norm/soldier_mvm_PainSevere04.mp3 wave vo/mvm/norm/soldier_mvm_PainSevere05.mp3 wave vo/mvm/norm/soldier_mvm_PainSevere06.mp3 } } // - custom TF2Ware_Ultimate.Pass { channel -1 // CHAN_REPLACE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_70dB wave tf2ware_ultimate/v3/pass.mp3 } TF2Ware_Ultimate.PassMe { channel -1 // CHAN_REPLACE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/pass_me.mp3 } TF2Ware_Ultimate.Hadoken { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB wave tf2ware_ultimate/v3/kenryu.mp3 } TF2Ware_Ultimate.Sharkbite { channel CHAN_BODY volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB wave physics/body/body_medium_break2.wav } TF2Ware_Ultimate.BalloonPop { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB wave tf2ware_ultimate/v3/balloon.mp3 } TF2Ware_Ultimate.GeavyLove { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/heavy_ilu.mp3 wave vo/heavy_specialcompleted08.mp3 wave vo/heavy_award04.mp3 } } TF2Ware_Ultimate.ScoutDisgust { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/scout_autodejectedtie01.mp3 wave vo/scout_autodejectedtie02.mp3 wave vo/scout_autodejectedtie03.mp3 wave vo/scout_autodejectedtie04.mp3 wave vo/scout_cartstaycloseoffense03.mp3 wave vo/scout_cartstopitdefense01.mp3 wave vo/scout_dominationhvy02.mp3 wave vo/scout_dominationhvy06.mp3 wave vo/scout_dominationhvy08.mp3 wave vo/scout_domination05.mp3 wave vo/scout_domination06.mp3 wave vo/scout_domination09.mp3 wave vo/scout_domination08.mp3 wave vo/scout_domination20.mp3 } } TF2Ware_Ultimate.GhostLaugh { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave vo/spy_laughshort06.mp3 wave vo/spy_laughshort05.mp3 wave vo/spy_laughshort04.mp3 wave vo/spy_laughshort03.mp3 wave vo/spy_laughshort02.mp3 wave vo/spy_laughshort01.mp3 wave vo/spy_laughlong01.mp3 wave vo/spy_laughhappy03.mp3 wave vo/spy_laughhappy02.mp3 wave vo/spy_laughhappy01.mp3 wave vo/spy_laughevil02.mp3 wave vo/spy_laughevil01.mp3 } } TF2Ware_Ultimate.SlenderIntro { channel CHAN_STATIC volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/slender_intro.mp3 } TF2Ware_Ultimate.SlenderPage { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB wave tf2ware_ultimate/slender_page.wav } TF2Ware_Ultimate.FroggerHop { channel CHAN_AUTO volume 0.5 pitch PITCH_NORM soundlevel SNDLVL_60dB wave tf2ware_ultimate/v3/frogger_hop.mp3 } TF2Ware_Ultimate.FroggerSquash { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB wave tf2ware_ultimate/v3/frogger_squash.mp3 } TF2Ware_Ultimate.KartHorn { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB rndwave { wave tf2ware_ultimate/v3/kart_horns/beepbeep.mp3 wave tf2ware_ultimate/v3/kart_horns/hazzard.mp3 wave tf2ware_ultimate/v3/kart_horns/horn1.mp3 wave tf2ware_ultimate/v3/kart_horns/horn2.mp3 wave tf2ware_ultimate/v3/kart_horns/horn3.mp3 wave tf2ware_ultimate/v3/kart_horns/horn4.mp3 wave tf2ware_ultimate/v3/kart_horns/horn5.mp3 } } TF2Ware_Ultimate.BonkBatHit { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_70dB wave tf2ware_ultimate/bonk_bat_hit.wav } TF2Ware_Ultimate.WitchCry { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/witch/cry_1.mp3 wave tf2ware_ultimate/v3/witch/cry_2.mp3 wave tf2ware_ultimate/v3/witch/cry_3.mp3 wave tf2ware_ultimate/v3/witch/cry_4.mp3 } } TF2Ware_Ultimate.WitchScream { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/witch/scream_1.mp3 wave tf2ware_ultimate/v3/witch/scream_2.mp3 } } TF2Ware_Ultimate.WitchShriek { channel CHAN_VOICE volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/witch/shriek_1.mp3 wave tf2ware_ultimate/v3/witch/shriek_2.mp3 } } TF2Ware_Ultimate.Fail { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave buttons/button10.wav } TF2Ware_Ultimate.Error { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave ui/system_message_alert.wav } TF2Ware_Ultimate.TypingBossStart { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/bossstart.mp3 } TF2Ware_Ultimate.TypingDescentBegin { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/descentbegin.mp3 } TF2Ware_Ultimate.TypingSpiralInward { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/spiralinward.mp3 } TF2Ware_Ultimate.TypingBadEnd { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/badend.mp3 } TF2Ware_Ultimate.TypingGoodEnd { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/goodend.mp3 } TF2Ware_Ultimate.TypingLevelUp { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/levelup.mp3 } TF2Ware_Ultimate.TypingDifficultyUp { channel CHAN_VOICE2 volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave vo/announcer_warning.mp3 } TF2Ware_Ultimate.TypingOverviewStart { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/overviewstart.mp3 } TF2Ware_Ultimate.TypingWordFail { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE rndwave { wave tf2ware_ultimate/v3/typing/wordfail_1.mp3 wave tf2ware_ultimate/v3/typing/wordfail_2.mp3 } } TF2Ware_Ultimate.TypingWordStart { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/typingstart.mp3 } TF2Ware_Ultimate.TypingWordSuccess { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE rndwave { wave tf2ware_ultimate/v3/typing/wordsuccess_pinch1.mp3 wave tf2ware_ultimate/v3/typing/wordsuccess_pinch2.mp3 wave tf2ware_ultimate/v3/typing/wordsuccess_pinch3.mp3 wave tf2ware_ultimate/v3/typing/wordsuccess_pinch4.mp3 } } TF2Ware_Ultimate.TypingWordRelax { channel CHAN_AUTO volume VOL_NORM pitch 95,105 soundlevel SNDLVL_NONE wave tf2ware_ultimate/v3/typing/wordsuccess_relax.mp3 } TF2Ware_Ultimate.HaleStart { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NONE rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_start1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_start2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_start3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_start4.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_start5.mp3 } } TF2Ware_Ultimate.HaleJump { channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_jump_1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_jump_2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_jump1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_jump2.mp3 } } TF2Ware_Ultimate.HaleRage { channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_rage1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_rage2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_rage3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_rage4.mp3 } } TF2Ware_Ultimate.HaleRamble { channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_demo.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_engie_1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_engie_2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_heavy.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_scout.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_spie.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_toy.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kill_w_and_m1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kspree_1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_kspree_2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_last.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_stub_1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_stub_2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_stub_3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_132_stub_4.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_eggineer1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_eggineer2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_medic.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_sniper1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_sniper2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_spy1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_kill_spy2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_spree1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_spree2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_spree3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_spree4.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_spree5.mp3 } } TF2Ware_Ultimate.HaleDeath { channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_fail1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_fail1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_fail2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_fail3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_fail3.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman4.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman4.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman5.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman5.mp3 } } TF2Ware_Ultimate.HaleWin { channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_90dB rndwave { wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_win1.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_win2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman2.mp3 wave tf2ware_ultimate/v3/saxton_hale/saxton_hale_responce_lastman3.mp3 } } TF2Ware_Ultimate.HaleLand { channel CHAN_STATIC volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_80dB wave weapons/rocket_pack_land.wav } // mercenary kart MK_Race_Countdown { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/race_countdown.wav } MK_Race_Intro { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/race_intro.wav } MK_Race_Finish { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/race_finish.wav } MK_Music_Pinball { soundlevel SNDLVL_NONE channel CHAN_AUTO volume 1.0 pitch PITCH_NORM wave tf2ware_ultimate/pinball/music.wav } MK_Lap { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/pinball/lap.wav } MK_Position_Gain { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave ui/training_point_big.wav } MK_Position_Loss { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch 115 wave ui/training_point_small.wav } MK_Boost { soundlevel SNDLVL_80dB channel CHAN_AUTO volume 0.5 pitch PITCH_NORM wave tf2ware_ultimate/pinball/boost.wav } MK_Cannon { soundlevel SNDLVL_80dB channel CHAN_AUTO volume 1.0 pitch PITCH_NORM wave tf2ware_ultimate/pinball/cannon.wav } MK_Pin_Hit { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/pinball/hit.wav } MK_Pin_Score { soundlevel SNDLVL_80dB channel CHAN_AUTO volume 0.7 pitch PITCH_NORM wave tf2ware_ultimate/pinball/score.wav } MK_Itembox_Hit { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/box_hit.wav } MK_Itembox_Use { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/box_use.wav } MK_Itembox_Land { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/box_land.wav } MK_Item_Roulette { soundlevel SNDLVL_NONE channel CHAN_AUTO volume 0.8 pitch PITCH_NORM wave tf2ware_ultimate/pinball/itembox.wav } MK_Item_Banana_Fly { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/banana_fly.wav } MK_Item_Banana_Land { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/banana_land.wav } MK_Item_Star_Music { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/star_music.wav } MK_Item_Star_Hit { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/star_hit.wav } MK_Item_Shroom_Use { soundlevel SNDLVL_80dB channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shroom_use.wav } MK_Item_Shroom_Mega_Use { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shroom_mega_use.wav } MK_Item_Shroom_Mega_Music { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shroom_mega_music.wav } MK_Item_Shroom_Mega_Finish { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shroom_mega_finish.wav } MK_Item_Bullet_On { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/bullet_on.wav } MK_Item_Bullet_Fly { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/bullet_fly.wav } MK_Item_Bullet_Off { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/bullet_off.wav } MK_Item_Bomb_Fuse { soundlevel SNDLVL_70dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave misc/halloween/hwn_bomb_fuse.wav } MK_Item_Bomb_Explode { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave items/cart_explode.wav } MK_Item_Shell_Blue_Explode { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_blue_explode.wav } MK_Item_Shell_Blue_Fly { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_blue_fly.wav } MK_Item_Shell_Blue_Warning { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_blue_warning.wav } MK_Item_Shell_Hit { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_hit.wav } MK_Item_Shell_Break { soundlevel SNDLVL_90dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_break.wav } MK_Item_Shell_Green_Follow { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_green_follow.wav } MK_Item_Shell_Red_Follow { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_red_follow.wav } MK_Item_Shell_Spin_1 { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_spin_1.wav } MK_Item_Shell_Spin_2 { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_spin_2.wav } MK_Item_Shell_Spin_3 { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shell_spin_3.wav } MK_Item_Shock_Use { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/shock_use.wav } MK_Item_Blooper_Use { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/blooper_use.wav } MK_Item_Blooper_Attack { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/blooper_attack.wav } MK_Kart_Collide_Vehicle { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_collide_vehicle.wav } MK_Kart_Collide_Concrete { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_collide_concrete.wav } MK_Kart_Brake { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_brake.wav } MK_Kart_Land { soundlevel SNDLVL_80dB channel CHAN_AUTO volume 0.5 pitch PITCH_NORM wave physics/wood/wood_panel_impact_hard1.wav } MK_Kart_Engine { soundlevel SNDLVL_70dB channel CHAN_WEAPON volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_engine.wav } MK_Kart_Engine_Idle { soundlevel SNDLVL_70dB channel CHAN_WEAPON volume 0.8 pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_engine_idle.wav } MK_Kart_Drift { soundlevel SNDLVL_80dB channel CHAN_ITEM volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_drift.wav } MK_Kart_Drift_Sparks { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave weapons/stunstick/spark2.wav } MK_Kart_Drift_Boost { soundlevel SNDLVL_80dB channel CHAN_AUTO volume 0.5 pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_boost.wav } MK_Kart_Spin { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_spin.wav } MK_Kart_Hop { soundlevel SNDLVL_IDLE channel CHAN_AUTO volume 0.5 pitch PITCH_NORM wave misc/banana_slip.wav } MK_Kart_Shrink { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_shrink.wav } MK_Kart_Grow { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/kart_grow.wav } MK_Lakitu_Pickup { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/mariokart/lakitu_pickup.wav } MK_Bound_Hit { soundlevel SNDLVL_80dB channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/pinball/hit.wav } MK_Pinball_Score { soundlevel SNDLVL_NONE channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM wave tf2ware_ultimate/pinball/score.wav }