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Lithia
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Lithia/pksrc/sndinfo.weapons

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//
// 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