// // Casings // casings/bullet/bounce1 lsounds/Casings/CaseBounce1.wav // ??? casings/bullet/bounce2 lsounds/Casings/CaseBounce2.wav // 〃 casings/bullet/bounce3 lsounds/Casings/CaseBounce3.wav // 〃 casings/bullet/bounce4 lsounds/Casings/CaseBounce4.wav // 〃 casings/bullet/bounce5 lsounds/Casings/CaseBounce5.wav // 〃 casings/bullet/bounce6 lsounds/Casings/CaseBounce6.wav // 〃 casings/bullet/bounce7 lsounds/Casings/CaseBounce7.wav // 〃 casings/bullet/bounce8 lsounds/Casings/CaseBounce8.wav // 〃 casings/bullet/bounce9 lsounds/Casings/CaseBounce9.wav // 〃 casings/bullet/bounce10 lsounds/Casings/CaseBounce10.wav // 〃 casings/shell/bounce1 lsounds/Casings/ShellBounce1.wav // ??? casings/shell/bounce2 lsounds/Casings/ShellBounce2.wav // 〃 casings/shell/bounce3 lsounds/Casings/ShellBounce3.wav // 〃 casings/shell/bounce4 lsounds/Casings/ShellBounce4.wav // 〃 casings/shell/bounce5 lsounds/Casings/ShellBounce5.wav // 〃 casings/bullet/die1 lsounds/Casings/CaseStop1.wav // ??? casings/bullet/die2 lsounds/Casings/CaseStop2.wav // 〃 casings/bullet/die3 lsounds/Casings/CaseStop3.wav // 〃 casings/bullet/die4 lsounds/Casings/CaseStop4.wav // 〃 casings/bullet/die5 lsounds/Casings/CaseStop5.wav // 〃 casings/bullet/die6 lsounds/Casings/CaseStop6.wav // 〃 casings/bullet/die7 lsounds/Casings/CaseStop7.wav // 〃 casings/bullet/die8 lsounds/Casings/CaseStop8.wav // 〃 casings/bullet/die9 lsounds/Casings/CaseStop9.wav // 〃 casings/bullet/die10 lsounds/Casings/CaseStop10.wav // 〃 casings/shell/die1 lsounds/Casings/ShellBounce1.wav // ??? casings/shell/die2 lsounds/Casings/ShellBounce2.wav // 〃 casings/shell/die3 lsounds/Casings/ShellBounce3.wav // 〃 casings/shell/die4 lsounds/Casings/ShellBounce4.wav // 〃 casings/shell/die5 lsounds/Casings/ShellBounce5.wav // 〃 $random casings/bullet/bounce { casings/bullet/bounce1 casings/bullet/bounce2 casings/bullet/bounce3 casings/bullet/bounce4 casings/bullet/bounce5 casings/bullet/bounce6 casings/bullet/bounce7 casings/bullet/bounce8 casings/bullet/bounce9 casings/bullet/bounce10 } $volume casings/bullet/bounce 0.4 $random casings/bullet/die { casings/bullet/die1 casings/bullet/die2 casings/bullet/die3 casings/bullet/die4 casings/bullet/die5 casings/bullet/die6 casings/bullet/die7 casings/bullet/die8 casings/bullet/die9 casings/bullet/die10 } $volume casings/bullet/die 0.4 $random casings/shell/bounce { casings/shell/bounce1 casings/shell/bounce2 casings/shell/bounce3 casings/shell/bounce4 casings/shell/bounce5 } $volume casings/shell/bounce 0.5 $random casings/shell/die { casings/shell/die1 casings/shell/die2 casings/shell/die3 casings/shell/die4 casings/shell/die5 } $volume casings/shell/die 0.5 // // Magazine // weapons/magbounce1 lsounds/Magazine/Drop1.flac // Halo 3 weapons/magbounce2 lsounds/Magazine/Drop2.flac // 〃 weapons/magbounce3 lsounds/Magazine/Drop3.flac // 〃 weapons/magbouncef1 lsounds/Magazine/DropFull1.flac // Halo 3 weapons/magbouncef2 lsounds/Magazine/DropFull2.flac // 〃 weapons/magbouncef3 lsounds/Magazine/DropFull3.flac // 〃 $random weapons/magbounce { weapons/magbounce1 weapons/magbounce2 weapons/magbounce3 } $random weapons/magbouncef { weapons/magbouncef1 weapons/magbouncef2 weapons/magbouncef3 } // // sord // weapons/sword/chargeup lsounds/Sword/Charge.flac // Touhou 9: Phantasmagoria of Flower View weapons/sword/attack lsounds/Sword/Charge1.flac // 〃 weapons/sword/swing lsounds/Sword/Swing.flac // 〃 weapons/sword/swing1 lsounds/Sword/Swing1.flac // 〃 weapons/sword/charge lsounds/Sword/Charge2.flac // 〃 weapons/sword/normal1 lsounds/Sword/Swing2.flac // Ninja Gaiden Black weapons/sword/normal2 lsounds/Sword/Swing3.flac // 〃 weapons/sword/normal3 lsounds/Sword/Swing4.flac // 〃 weapons/sword/normal4 lsounds/Sword/Swing5.flac // 〃 weapons/sword/normal5 lsounds/Sword/Swing6.flac // 〃 $random weapons/sword/normal { weapons/sword/normal1 weapons/sword/normal2 weapons/sword/normal3 weapons/sword/normal4 weapons/sword/normal5 } weapons/sword/hit1 lsounds/Sword/Hit1.flac // Ninja Gaiden Black weapons/sword/hit2 lsounds/Sword/Hit2.flac // 〃 weapons/sword/hit3 lsounds/Sword/Hit3.flac // 〃 weapons/sword/hit4 lsounds/Sword/Hit4.flac // 〃 weapons/sword/hit5 lsounds/Sword/Hit5.flac // 〃 $random weapons/sword/hit { weapons/sword/hit1 weapons/sword/hit2 weapons/sword/hit3 weapons/sword/hit4 weapons/sword/hit5 } // // Misc. // effects/rocket/fly lsounds/RocketLauncher/RocketFly.ogg // Unreal Tournament '99 effects/puff/ricochet1 lsounds/BulletPuff/Puff1.flac // Devil May Cry 2 effects/puff/ricochet2 lsounds/BulletPuff/Puff2.flac // 〃 effects/puff/ricochet3 lsounds/BulletPuff/Puff3.flac // 〃 effects/puff/ricochet4 lsounds/BulletPuff/Puff4.flac // 〃 $random effects/puff/ricochet { effects/puff/ricochet1 effects/puff/ricochet2 effects/puff/ricochet3 effects/puff/ricochet4 } effects/geexplosion1 lsounds/GEExplosion/expl1.wav // GoldenEye 007 effects/geexplosion2 lsounds/GEExplosion/expl2.wav // 〃 effects/geexplosion3 lsounds/GEExplosion/expl3.wav // 〃 effects/geexplosion4 lsounds/GEExplosion/expl4.wav // 〃 effects/geexplosion5 lsounds/GEExplosion/expl5.wav // 〃 effects/geexplosion6 lsounds/GEExplosion/expl6.wav // 〃 effects/geexplosion7 lsounds/GEExplosion/expl7.wav // 〃 effects/geexplosion8 lsounds/GEExplosion/expl8.wav // 〃 effects/geexplosion9 lsounds/GEExplosion/expl9.wav // 〃 effects/geexplosion10 lsounds/GEExplosion/expl10.wav // 〃 effects/geexplosion11 lsounds/GEExplosion/expl11.wav // 〃 $random effects/geexplosion { effects/geexplosion1 effects/geexplosion2 effects/geexplosion3 effects/geexplosion4 effects/geexplosion5 effects/geexplosion6 effects/geexplosion7 effects/geexplosion8 effects/geexplosion9 effects/geexplosion10 effects/geexplosion11 } // EOF