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SNDINFO.player
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//It's a guy
$playeralias OKMarine male *death player/death
$playeralias OKMarine male *xdeath player/xdeath
$playeralias OKMarine male *pain100 player/pain100
$playeralias OKMarine male *pain75 player/pain75
$playeralias OKMarine male *pain50 player/pain50
$playeralias OKMarine male *pain25 player/pain25
$playeralias OKMarine male *Jump player/jump
$playeralias OKMarine male *grunt OKMarine/land
$playeralias OKMarine male *land OKMarine/land
$playeralias OKMarine male *usefail player/push
$playeralias OKMarine male *gibbed misc/gibbed
$playeralias OKMarine male *falling player/fall
$playeralias OKMarine male *taunt player/taunt
$random player/death {pdth1 pdth2 pdth3 pdth4 pdth5 pdth6}
pdth1 Sounds/Playersounds/Newguy/Player_Death1.ogg
pdth2 Sounds/Playersounds/Newguy/Player_Death2.ogg
pdth3 Sounds/Playersounds/Newguy/Player_Death3.ogg
pdth4 Sounds/Playersounds/Newguy/Player_Death4.ogg
pdth5 Sounds/Playersounds/Newguy/Player_Death5.ogg
pdth6 Sounds/Playersounds/Newguy/Player_Death6.ogg
$random player/xdeath {pxdth1 pxdth2 pxdth3 pxdth4 pxdth5 pxdth6}
pxdth1 Sounds/Playersounds/Newguy/Player_XDeath1.ogg
pxdth2 Sounds/Playersounds/Newguy/Player_XDeath2.ogg
pxdth3 Sounds/Playersounds/Newguy/Player_XDeath3.ogg
pxdth4 Sounds/Playersounds/Newguy/Player_XDeath4.ogg
pxdth5 Sounds/Playersounds/Newguy/Player_XDeath5.ogg
pxdth6 Sounds/Playersounds/Newguy/Player_XDeath6.ogg
$random player/pain100 {pp11 pp12 pp13 PP14 PP15 PP16}
pp11 Sounds/Playersounds/Newguy/Player_Pain1001.ogg
pp12 Sounds/Playersounds/Newguy/Player_Pain1002.ogg
pp13 Sounds/Playersounds/Newguy/Player_Pain1003.ogg
PP14 Sounds/Playersounds/Newguy/Player_Pain1004.ogg
PP15 Sounds/Playersounds/Newguy/Player_Pain1005.ogg
PP16 Sounds/Playersounds/Newguy/Player_Pain1006.ogg
$random player/pain75 {pp21 pp22 pp23 PP24 PP25 PP26}
pp21 Sounds/Playersounds/Newguy/Player_Pain751,ogg
pp22 Sounds/Playersounds/Newguy/Player_Pain752.ogg
pp23 Sounds/Playersounds/Newguy/Player_Pain753.ogg
PP24 Sounds/Playersounds/Newguy/Player_Pain754.ogg
PP25 Sounds/Playersounds/Newguy/Player_Pain755.ogg
PP26 Sounds/Playersounds/Newguy/Player_Pain756.ogg
$random player/pain50 {pp31 pp32 pp33 PP34 PP35 PP36}
pp31 Sounds/Playersounds/Newguy/Player_Pain501.ogg
pp32 Sounds/Playersounds/Newguy/Player_Pain502.ogg
pp33 Sounds/Playersounds/Newguy/Player_Pain503.ogg
PP34 Sounds/Playersounds/Newguy/Player_Pain504.ogg
PP35 Sounds/Playersounds/Newguy/Player_Pain505.ogg
PP36 Sounds/Playersounds/Newguy/Player_Pain506.ogg
$random player/pain25 {pp41 pp42 pp43 PP44 PP45 PP46}
pp41 Sounds/Playersounds/Newguy/Player_Pain251.ogg
pp42 Sounds/Playersounds/Newguy/Player_Pain252.ogg
pp43 Sounds/Playersounds/Newguy/Player_Pain253.ogg
PP44 Sounds/Playersounds/Newguy/Player_Pain254.ogg
PP45 Sounds/Playersounds/Newguy/Player_Pain255.ogg
PP46 Sounds/Playersounds/Newguy/Player_Pain256.ogg
$random player/jump {pjmp1 pjmp2 pjmp3 pjmp4 pjmp5 pjmp6}
pjmp1 Sounds/Playersounds/Newguy/Player_jump1.ogg
pjmp2 Sounds/Playersounds/Newguy/Player_jump2.ogg
pjmp3 Sounds/Playersounds/Newguy/Player_jump3.ogg
pjmp4 Sounds/Playersounds/Newguy/Player_jump4.ogg
pjmp5 Sounds/Playersounds/Newguy/Player_jump5.ogg
pjmp6 Sounds/Playersounds/Newguy/Player_jump6.ogg
$random player/push {ppush1 ppush2 ppush3 ppush4 PPush5 PPush6}
ppush1 Sounds/Playersounds/Newguy/Player_push1.ogg
ppush2 Sounds/Playersounds/Newguy/Player_push2.ogg
ppush3 Sounds/Playersounds/Newguy/Player_push3.ogg
ppush4 Sounds/Playersounds/Newguy/Player_push4.ogg
ppush5 Sounds/Playersounds/Newguy/Player_push5.ogg
ppush6 Sounds/Playersounds/Newguy/Player_push6.ogg
$random player/fall {Pfall1 Pfall2 Pfall3 Pfall4 Pfall5 Pfall6}
Pfall1 Sounds/Playersounds/Newguy/Player_fall1.ogg
Pfall2 Sounds/Playersounds/Newguy/Player_fall2.ogg
Pfall3 Sounds/Playersounds/Newguy/Player_fall3.ogg
Pfall4 Sounds/Playersounds/Newguy/Player_fall4.ogg
Pfall5 Sounds/Playersounds/Newguy/Player_fall5.ogg
Pfall6 Sounds/Playersounds/Newguy/Player_fall6.ogg
$random Player/taunt {Ptaunt1 Ptaunt2 Ptaunt3 Ptaunt4 Ptaunt5}
Ptaunt1 Sounds/Playersounds/Newguy/Player_taunt1.ogg
Ptaunt2 Sounds/Playersounds/Newguy/Player_taunt2.ogg
Ptaunt3 Sounds/Playersounds/Newguy/Player_taunt3.ogg
Ptaunt4 Sounds/Playersounds/Newguy/Player_taunt4.ogg
Ptaunt5 Sounds/Playersounds/Newguy/Player_taunt5.ogg
Ptaunt6 Sounds/Playersounds/Newguy/Player_taunt6.ogg
$random Player/meltdeath {Pmelt1 Pmelt2 Pmelt3 Pmelt3 Pmelt4 Pmelt5}
Pmelt1 Sounds/Playersounds/Newguy/Player_melt1.ogg
Pmelt2 Sounds/Playersounds/Newguy/Player_melt2.ogg
Pmelt3 Sounds/Playersounds/Newguy/Player_melt3.ogg
Pmelt4 Sounds/Playersounds/Newguy/Player_melt4.ogg
Pmelt5 Sounds/Playersounds/Newguy/Player_melt5.ogg
//Taken from Project Brutality, I'm unsure where they came from originally.
$random OKMarine/land {land1 land2 land3 land4 land5 land6}
land1 Sounds/Playersounds/Player_land1.ogg
land2 Sounds/Playersounds/Player_land2.ogg
land3 Sounds/Playersounds/Player_land3.ogg
land4 Sounds/Playersounds/Player_land4.ogg
land5 Sounds/Playersounds/Player_land5.ogg
land6 Sounds/Playersounds/Player_land6.ogg
$random Player/SlideStart
{
Player/SlideStart1
Player/SlideStart2
Player/SlideStart3
}
Player/SlideStart1 "Sounds/Playersounds/SLIDSTR1.ogg"
Player/SlideStart2 "Sounds/Playersounds/SLIDSTR2.ogg"
Player/SlideStart3 "Sounds/Playersounds/SLIDSTR3.ogg"
$random Player/SlideEnd
{
Player/SlideEnd1
Player/SlideEnd2
}
Player/SlideEnd1 "Sounds/Playersounds/SLIDEND1.ogg"
Player/SlideEnd2 "Sounds/Playersounds/SLIDEND2.ogg"
//Stuff for helper marines
$random cpm/death { mplayer/death1 mplayer/death2 mplayer/death3 }
mplayer/death1 DSCPDE1
mplayer/death2 DSCPDE2
mplayer/death3 DSCPDE3
//X-death skull bounce
$random OKmarine/Skullbounce {SKbounce1 SKbounce2 SKbounce3}
SKbounce1 Sounds/Playersounds/Skull_bounce1.ogg
SKbounce2 Sounds/Playersounds/Skull_bounce2.ogg
SKbounce3 Sounds/Playersounds/Skull_bounce3.ogg
// Footsteps
// Sound Info
// Define the actual sounds here
// Default / Ground
step/default1 DSDIRT1
step/default2 DSDIRT2
step/default3 DSDIRT3
step/default4 DSDIRT4
$random step/default { step/default1 step/default2 step/default3 step/default4 }
// Water
step/water1 DSWTR1
step/water2 DSWTR2
step/water3 DSWTR3
step/water4 DSWTR4
$random step/water { step/water1 step/water2 step/water3 step/water4 }
// Carpet
step/carpet1 DSCARP1
step/carpet2 DSCARP2
step/carpet3 DSCARP3
$random step/carpet { step/carpet1 step/carpet2 step/carpet3 }
// Dirt
step/dirt1 DSDIRT1
step/dirt2 DSDIRT2
step/dirt3 DSDIRT3
step/dirt4 DSDIRT4
step/dirt5 DSDIRT5
step/dirt6 DSDIRT6
$random step/dirt { step/dirt1 step/dirt2 step/dirt3 step/dirt4 step/dirt5 step/dirt6 }
// Gravel
step/gravel1 DSGRAV1
step/gravel2 DSGRAV2
step/gravel3 DSGRAV3
step/gravel4 DSGRAV4
$random step/gravel { step/gravel1 step/gravel2 step/gravel3 step/gravel4 }
// Hard
step/hard1 DSHARD1
step/hard2 DSHARD2
step/hard3 DSHARD3
step/hard4 DSHARD4
step/hard5 DSHARD5
step/hard6 DSHARD6
$random step/hard { step/hard1 step/hard2 step/hard3 step/hard4 step/hard5 step/hard6 }
// Metal A
step/metal/a1 DSMET01
step/metal/a2 DSMET02
step/metal/a3 DSMET03
step/metal/a4 DSMET04
step/metal/a5 DSMET05
step/metal/a6 DSMET06
$random step/metal/a { step/metal/a1 step/metal/a2 step/metal/a3 step/metal/a4 step/metal/a5 step/metal/a6 }
// Metal B (Thin Metals, Girders)
step/metal/b1 DSMET201
step/metal/b2 DSMET202
step/metal/b3 DSMET203
step/metal/b4 DSMET204
$random step/metal/b { step/metal/b1 step/metal/b2 step/metal/b3 step/metal/b4 }
// Rock
step/rock1 DSROCK1
step/rock2 DSROCK2
step/rock3 DSROCK3
step/rock4 DSROCK4
step/rock5 DSROCK5
step/rock6 DSROCK6
step/rock7 DSROCK7
step/rock8 DSROCK8
$random step/rock { step/rock1 step/rock2 step/rock3 step/rock4 step/rock5 step/rock6 step/rock7 step/rock8 }
// Snow
step/snow1 DSSNOW1
step/snow2 DSSNOW2
step/snow3 DSSNOW3
step/snow4 DSSNOW4
step/snow5 DSSNOW5
step/snow6 DSSNOW6
$random step/snow { step/snow1 step/snow2 step/snow3 step/snow4 step/snow5 step/snow6 }
// Tile A
step/tile/a1 DSTILE01
step/tile/a2 DSTILE02
step/tile/a3 DSTILE03
step/tile/a4 DSTILE04
step/tile/a5 DSTILE05
step/tile/a6 DSTILE06
$random step/tile/a { step/tile/a1 step/tile/a2 step/tile/a3 step/tile/a4 step/tile/a5 step/tile/a6 }
// Tile B (Hallways, Marble/Finer Tiles)
step/tile/b1 DSTILE21
step/tile/b2 DSTILE22
step/tile/b3 DSTILE23
step/tile/b4 DSTILE24
step/tile/b5 DSTILE25
step/tile/b6 DSTILE26
step/tile/b7 DSTILE27
step/tile/b8 DSTILE28
$random step/tile/b { step/tile/b1 step/tile/b2 step/tile/b3 step/tile/b4 step/tile/b5 step/tile/b6 step/tile/b7 step/tile/b8 }
// Wood
step/wood1 DSWOOD1
step/wood2 DSWOOD2
step/wood3 DSWOOD3
$random step/wood { step/wood1 step/wood2 step/wood3 }
// Slime
step/slime1 DSSLIME1
step/slime2 DSSLIME2
step/slime3 DSSLIME3
step/slime4 DSSLIME4
$random step/slime { step/slime1 step/slime2 step/slime3 step/slime4 }
// Slimy
step/slimy1 DSSLIMY1
step/slimy2 DSSLIMY2
step/slimy3 DSSLIMY3
step/slimy4 DSSLIMY4
$random step/slimy { step/slimy1 step/slimy2 step/slimy3 step/slimy4 }
// Lava
step/lava1 DSLAVA1
step/lava2 DSLVSIZ2
step/lava3 DSLAVA3
step/lava4 DSLAVA4
$random step/lava { step/lava1 step/lava2 step/lava3 step/lava4 }