// HALF-LIFE SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences.

// HUMAN GRUNTS
HG_GREN0 hgrunt/clik(p120) grenade! clik {Len 1.17}
HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik {Len 0.95}
HG_GREN2 hgrunt/clik clik oh! shit! clik {Len 1.59}
HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik {Len 0.78}
HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110) {Len 0.82}
HG_GREN5 hgrunt/clik no! clik {Len 0.91}
HG_GREN6 hgrunt/clik move! clik(p120) {Len 1.04}

// Player Alert
HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110) {Len 2.14}
HG_ALERT1 hgrunt/clik(p110) target! clik {Len 1.13}
HG_ALERT2 hgrunt/clik movement! clik {Len 1.18}
HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik {Len 2.07}
HG_ALERT4 hgrunt/(t20) clik(p110) squad!, get!(e80) freeman!, clik(p110) clik {Len 2.37}
HG_ALERT5 hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clik {Len 2.67}
HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120) {Len 1.06}

// Monster Alert
HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik {Len 2.28}
HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik {Len 1.30}
HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik {Len 1.46}
HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120) {Len 1.72}

// Take cover
HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik {Len 1.38}
HG_COVER1 hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clik {Len 1.79}
HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik {Len 1.58}
HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik {Len 1.14}
HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik {Len 1.17}
HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik {Len 1.69}
HG_COVER6 hgrunt/clik (t40) god! damn! clik {Len 1.05}
HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik {Len 0.95}

// Throw grenade
HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik {Len 1.37}
HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik {Len 1.03}
HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120) {Len 1.66}
HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik {Len 1.51}
 
// Taunt
HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik {Len 2.05}
HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik {Len 1.82}
HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik {Len 1.55}
HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik {Len 2.28}
HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik {Len 1.45}
HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik {Len 1.32}

// Charge
HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120) {Len 1.21}
HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik {Len 0.84}
HG_CHARGE2 hgrunt/clik go! clik(p120) {Len 0.91}
HG_CHARGE3 hgrunt/clik lets! go! clik(p120) {Len 1.37}

// Idle
HG_IDLE0 hgrunt/gr_idle1 {Len 2.97}
HG_IDLE1 hgrunt/gr_idle2 {Len 2.50}
HG_IDLE2 hgrunt/gr_idle3 {Len 2.50}

HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120) {Len 1.83}
HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120) {Len 1.65}
HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120) {Len 1.56}
HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120) {Len 1.92}
HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik {Len 1.58}
HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120) {Len 1.85}
HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120) {Len 3.12}
HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120) {Len 2.05}
HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik {Len 2.72}
HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120) {Len 3.20}
HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik {Len 2.33}
HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik {Len 3.53}

HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik {Len 1.87}
HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik {Len 1.06}
HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik {Len 1.57}
HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik {Len 0.94}
HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik {Len 0.84}
HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik {Len 1.46}
HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik {Len 2.31}

HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik {Len 1.65}
HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120) {Len 1.70}
HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120) {Len 1.62}
HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120) {Len 2.62}
HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120) {Len 2.77}
HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120) {Len 1.91}
HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120) {Len 2.76}
HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik {Len 3.13}
HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120) {Len 2.88}
HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110) {Len 2.70}
HG_CLEAR10 hgrunt/clik (t40) sir, I(e80) here(e75) something clik {Len 1.72}
HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik {Len 3.20}
HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120) {Len 2.30}

HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik {Len 1.63}
HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120) {Len 2.72}
HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik {Len 1.40}
HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110) {Len 1.53}
HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik {Len 2.09}
HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik {Len 1.80}
HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik {Len 2.43}
HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130) {Len 1.66}

//narrative

HG_SNOOP1A hgrunt/c2a2_hg_chat1a {Len 2.65}
HG_SNOOP2A hgrunt/c2a2_hg_chat2a {Len 1.95}
HG_SNOOP3A hgrunt/c2a2_hg_chat3a {Len 5.04}
HG_SNOOP4A hgrunt/c2a2_hg_chat4a {Len 4.69}
HG_SNOOP5A hgrunt/c2a2_hg_chat5a {Len 4.59}

HG_DRAG1A hgrunt/c2a3_hg_1drag {Len 2.17}
HG_DRAG2A hgrunt/c2a3_hg_2drag {Len 1.84}
HG_DRAG3A hgrunt/c2a3_hg_3drag {Len 3.48}
HG_DRAG4A hgrunt/c2a3_hg_4drag {Len 2.64}
HG_DRAG5A hgrunt/c2a3_hg_5drag {Len 2.19}
HG_DRAG6A hgrunt/c2a3_hg_laugh {Len 2.94}

HG_SUCKS hgrunt/hg_sucks {Len 6.35}
HG_CIVVIES hgrunt/hg_civvies {Len 6.73}

// BASE COMPUTER
// C1A0 intercom\
C1A0_START dadeda vox_login {Len 11.18}

C1A0_0 dadeda (e95) agent(t0) coomer(t0), report to(e70) topside tactical operations center(e100) {Len 6.60}
C1A0_1 dadeda inspection team, to(e70) radioactive materials handling bay(e100) {Len 6.15}
C1A0_2 dadeda (e95) agent sixteen, report to(e70) administration sub level two(e100) {Len 6.28}
C1A0_3 doop (e95) doctor johnson, please call observation tank one(e100) {Len 5.94}
C1A0_4 doop (e95 p96) doctor west(t0), please report to(e70) lambda(s0) reactor complex(e100) {Len 6.35}
C1A0_5 doop (e95) doctor cross, call seven two nine please(e100) {Len 5.32}
C1A0_6 doop (e95) sargeant(s0) bailey(s0), to(e70) topside checkpoint bravo(e100) {Len 5.45}
C1A0_7 dadeda (e95) cryogenic safety crew, report status at eleven hundred please(e100) {Len 6.74}
C1A0_8 dadeda (e95) coded message for captain black, command and(s0 e100 t0) communication center(e100) {Len 6.86}
C1A0_9 dadeda (e95 p102) sector c(e100) science personnel, report to(e70) anomalous materials test lab(e100) {Len 8.24}
C1A0_10 doop (e95 p103) doctor freeman, (e95) to(e70) anomalous materials test lab immediately(e100) {Len 7.22}
C1A0_11 bloop (e95 p98) attention. experimental propulsion lab test fire in(s0 e100 t0) ninety minutes(e100) {Len 7.97}
C1A0_12 bloop (e95 p98) hydro plant now(s0 e100 t0) operating at(s0 e100 t0) sixty percent(e100) {Len 4.65}
C1A0_13 bloop (e95) black mesa topside temperature is ninety three degrees(e100) {Len 5.56}
C1A0_14 bloop (e95) launch officer reports, alpha satellite deploy is(t0 s0 e100) nominal(e100) {Len 6.34}
C1A0_15 bloop (e95) doctor birdwell reports(e95) superconducting interchange is(t0 s0 e100) activated(e100) {Len 6.12}
C1A0_16 bloop (e95 p104) attention. report any security violation, to(e70) administration sub level one(e100) {Len 7.60}
C1A0_17 bloop (e95) attention. service personnel please clear helicopter hangar one(e100) {Len 6.41}
C1A0_18 bloop (e95) shield inspection(s0) crew reports primary reactor nominal(e100) {Len 5.45}
C1A0_19 bloop (e95 p98) transportation control reports all systems on time(e100) {Len 6.04}
C1A0_20 dadeda (e95) doctor victor, report to(e70) supercooled(e100) laser lab please(e100) {Len 6.74}
C1A0_21 dadeda (e95 p104) sargeant guthrie, report to(e70) topside motorpool immediately(e100) {Len 6.02}
C1A0_22 deeoo (e95 p98) uranium shipment inspection team, to(e100) sector d(e100) {Len 5.46}

// C1A1 intercom anomalous materials test lab sector c, coolant resevoir facility sector b
C1A1_0 bizwarn bizwarn bizwarn warning, high energy detonation detected in materials lab {Len 9.03}
C1A1_1 buzwarn buzwarn attention, security personnel to sector c immediately {Len 6.93}
C1A1_2 buzwarn buzwarn (p102) warning, unauthorized biological forms detected in sector c {Len 7.69}
C1A1_3 buzwarn buzwarn (p102) warning, unauthorized biological forms detected in coolant maintenance area {Len 8.44}
C1A1_4 bizwarn bizwarn bizwarn any damage control team to sector c immediately {Len 7.75}
C1A1_5 buzwarn buzwarn warning, sector c elevator failure. do not use. {Len 6.81}
C1A1_6 bizwarn bizwarn bizwarn (p102) biohazard warning in sector b and c(p104) {Len 6.75}
C1A1_7 buzwarn buzwarn attention. sector c science personnel evacuate area immediately {Len 7.91}
C1A1_8 buzwarn buzwarn warning, flooding detected on sub level three, sector b {Len 7.46}
C1A1_9 bizwarn bizwarn bizwarn warning, anomalous energy field detected in administration center {Len 8.67}
C1A1_10 deeoo deeoo (p104) attention. any sector c science personnel, please report status {Len 7.79}
C1A1_11 deeoo deeoo (p104) attention. sector c science personnel please report status immediately {Len 8.07}

// C1A2 intercom administration center sector d
C1A2_0 deeoo (e95) emergency cleanup team to(e70) biological waste processing plant(e100) {Len 6.20}
C1A2_1 buzwarn buzwarn attention, administration personnel evacuate sector d immediately {Len 7.67}
C1A2_2 deeoo deeoo attention, security personnel to sector d {Len 5.81}
C1A2_3 deeoo (e95) service team, check elevator one(s0 e100 t0), (p100) sector c(e100) {Len 5.12}
C1A2_4 buzwarn buzwarn warning, unauthorized biological forms detected in ventillation system {Len 8.30}
C1A2_5 deeoo (e95 p103) lieutenant backman and cleanup team, to(e70) sub level three(e100) {Len 5.49}
C1A2_6 bizwarn bizwarn bizwarn danger, turret defense systems activated, sector d {Len 7.91}
C1A2_7 deeoo deeoo security officer reports men down in sector d, medical help required {Len 8.79}
C1A2_8 bizwarn bizwarn bizwarn extreme danger, all turret defense systems activated, sector d {Len 9.24}
C1A2_9 deeoo (e95) turret repair personnel, to(e70) high security materials storage area(e100) {Len 6.95}
C1A2_10 deeoo deeoo attention. electric shock hazard detected in administration center {Len 7.72}
C1A2_11 buzwarn buzwarn. security officer reports medical emergency, administration center {Len 8.31}

// C1A3 intercom high security materials storage area sector d
C1A3_0 (p130) buzwarn buzwarn (p98 e95) attention. all science personnel report topside for immediate questioning {Len 8.16}
C1A3_1 (p120) buzwarn buzwarn (e95 p100) all personnel evacuate high security materials storage facility {Len 7.53}
C1A3_2 bizwarn bizwarn (e95 p98) emergency uranium containment team, to(e100) sector d(e100) {Len 6.84}
C1A3_3 deeoo (e95) turret maintenance team, to(e70) central command and communication(s0) center(e100) {Len 6.47}
C1A3_4 (p130) buzwarn buzwarn (p98 e95) military personnel, prosecute kilo india lima with extreme force {Len 7.28}
C1A3_5 (p130) bizwarn bizwarn bizwarn (e95 p95) attention.  this announcement system now(e100) under military command {Len 7.61}
C1A3_6 (p130) buzwarn buzwarn (p98 e95) search and destroy force bravo, reports secondary objective terminated {Len 7.87}
C1A3_7 (p130) buzwarn buzwarn (p98 e95) bravo force reports hotel sierra mike facility is secured {Len 7.27}
C1A3_8 (p130) bizwarn bizwarn (p100 t15 e95) attention.  all military personnel, atomic biological chemical alert {Len 6.76}
C1A3_9 (p130) bizwarn bizwarn (p100 t15 e95) attention.  all military personnel, extreme atomic biological chemical alert {Len 7.40}
C1A3_10 (p110) bizwarn bizwarn bizwarn (e95 p95) attention.  black mesa announcement system now(e100) under military command {Len 8.71}

C1A3_warn (p120) buzwarn buzwarn (p100 t15) attention. security lockout alert. security door will engage. {Len 6.80}
C1A3_lock (p120) bizwarn bizwarn (p98 t15) security door engaged, five, buzwarn(p130), four, buzwarn(p130), three, buzwarn(p130), two, buzwarn(p130), one, buzwarn(p130), lockout activated {Len 12.08}

// C1A4 intercom experimental propulsion labs silo d
C1A4_0 buzwarn buzwarn. attention. experimental rocket test fire disengaged. {Len 7.38}
C1A4_1 deeoo (e95) repair crew report to(e70) track control, sector e(e100) {Len 5.75}
C1A4_2 deeoo (e95) maintenance team blue(p100 t0 s0 e100), check heat exchange coolant level(e100) {Len 5.55}
C1A4_3 deeoo (e95) maintenance team green, check voltage(e100) on cable seven two nine(e100) {Len 6.73}
C1A4_4 (p130) buzwarn buzwarn (p98 e95) medical team to materials storage facility, team bravo reports men down {Len 8.74}
C1A4_5 (p130) buzwarn buzwarn (p98 e95) alpha force move out, science personnel resistance extreme {Len 6.68}
C1A4_6 (p130) buzwarn buzwarn (p98 e95) attention. all black mesa security personnel wanted for immediate questioning {Len 8.48}
C1A4_7 (p130) buzwarn buzwarn (p98 e95) attention. gordon freeman report to military personnel for immediate security check {Len 9.24}
C1A4_8 buzwarn buzwarn (p102) warning, hostile biological forms detected in track control sector e {Len 8.65}

FUEL_OFF fuel and power must be engaged to activate rocket test fire {Len 6.49}

// C2A1 intercom track control sector e
C2A1_0 buzwarn buzwarn. warning. track power failure. check lower level power plant. {Len 8.00}
C2A1_1 deeoo (e95) maintenance team yellow, please(s0 e100) service relay three hundred ninety four(e100) {Len 6.68}
C2A1_2 (p130) dadeda (p98 e95) attention. gordon freeman report to military personnel for immediate security check {Len 8.72}
C2A1_3 (p130) buzwarn buzwarn (p98 e95) delta team reports launch control secured {Len 5.51}
C2A1_4 bizwarn bizwarn bizwarn danger, turret defense systems activated, silo e {Len 7.86}
C2A1_5 deeoo sector e track control please report status {Len 5.43}
C2A1_6 (p130) buzwarn buzwarn (p98 e95) echo force reports perimeter breach, sector e {Len 5.79}
C2A1_7 (p130) buzwarn buzwarn (p98 e95) attention, search and destroy force go to code three. eliminate all biological forms. {Len 10.03}
C2A1_8 bizwarn bizwarn danger, unauthorized detonation detected in experimental propulsion lab {Len 9.24}

POWER_OFF buzwarn main power is not on {Len 3.51}
POWER_ON deeoo main power is on {Len 2.93}

// C2A2 intercom launch control silo e
C2A2_0 buzwarn buzwarn. attention, clear silo e launch area immediately {Len 6.91}
C2A2_1 deeoo (e95) containment inspection team, to(e70) advanced biological research lab(e100) {Len 7.24}
C2A2_2 (p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team has men down {Len 6.67}
C2A2_3 (p130) buzwarn buzwarn (p98 e95) alert, military personnel authorized to prosecute gordon freeman with extreme force {Len 8.92}
C2A2_3 (p130) buzwarn buzwarn (p98 e95) alert, military personnel, you are authorized to shoot the renegade on sight {Len 8.92}
C2A2_4 (p130) buzwarn buzwarn (p98 e95) alert, squad in silo e, freeman may be operating inside your perimeter {Len 8.24}
C2A2_5 deeoo deeoo launch control train activity detected {Len 5.36}
C2A2_6 (p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team squad failed to reach checkpoint {Len 8.27}
C2A2_7 deeoo deeoo satellite rocket loading bay reports status green {Len 6.31}

C2A2_launch (p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go {Len 18.52}

// C2A3 observation tank1, 2. cryogenic system
// silent

// C2A4 intercom bio waste processing plant. advanced biological research lab
C2A4_0 buzwarn buzwarn warning. emergency containment system activated {Len 6.02}
C2A4_1 bizwarn bizwarn. alert. biological containment breach detected {Len 6.63}
C2A4_2 bizwarn bizwarn. warning, biological sterilization system activated {Len 6.94}
C2A4_3 (p130) buzwarn buzwarn (p98 e95) attention, hostile alien military force detected, advanced biological research lab {Len 9.84}
C2A4_4 (p130) buzwarn buzwarn (p98 e95) search and destroy force reports back up required, engaged with extreme resistance {Len 9.30}
C2A4_5 (p130) buzwarn buzwarn (p98 e95) topside containment force alert, hostile alien military force detected {Len 7.88}
C2A4_6 deeoo deeoo high power laser status is green {Len 4.82}
C2A4_7 bizwarn bizwarn, alien containment system failure, use sterilization chamber {Len 7.62}
C2A4_8 bizwarn bizwarn attention. all topside military personnel clear helicopter hangar four {Len 8.72}
C2A4_9 bizwarn bizwarn, hostile alien breach, topside checkpoint alpha, checkpoint delta {Len 8.22}
C2A4_10 (p130) buzwarn buzwarn (p98 e95) alert topside containment force, use any force to prosecute gordon freeman. you are authorized to shoot on sight. {Len 12.78}
C2A4_11 (p130) buzwarn buzwarn (p98 e95) alert topside containment force, freeman may approach your perimeter {Len 7.18}
C2A4_12 (p105) gordon, all science personnel will be terminated until you surrender {Len 5.97}

C2A4_ster bizwarn bizwarn sterilization system activated {Len 4.59}

// C2A5 intercom tactical operations center, motorpool, armory, hydro plant, checkpoint alpha/bravo/delta, barracks, hangars
// silent

// C3A1 intercom central command and communications
C3A1_0 buzwarn buzwarn warning primary antenna failure detected {Len 5.11}
C3A1_1 (p130) buzwarn buzwarn (p98 e95) clear topside motorpool for emergency medical helicopter {Len 6.48}
C3A1_2 (p130) buzwarn buzwarn (p98 e95) warning, topside armory security bypass detected {Len 6.07}
C3A1_3 bizwarn bizwarn warning, radiation leak detected in primary antenna area {Len 7.32}
C3A1_4 (p130) buzwarn buzwarn (p98 e95) search and destroy force kilo, central command reports hostile alien force inside perimeter {Len 9.91}
C3A1_5 (p130) buzwarn buzwarn (p98 e95) message for gordon freeman, you will not escape this time {Len 6.81}
C3A1_6 (p130) buzwarn buzwarn (p98 e95) attention all units, renegade freeman is now your primary target {Len 6.64}
C3A1_7 (p130) buzwarn buzwarn (p98 e95) alert remaining containment force, freeman may have experimental weapon {Len 7.33}
C3A1_8 (p130) buzwarn buzwarn (p98 e95) all personnel evacuate lambda complex, extreme dimensional malfunction detected {Len 8.39}
C3A1_9 bizwarn bizwarn fire control team to topside armory, checkpoint delta, topside hydro plant {Len 9.90}

// C3A2 intercom lambda reactor complex.main reactor facility. radioactive materials handling bay
C3A2_0 bizwarn bizwarn warning, cross dimensional power field activity detected {Len 6.93}
C3A2_1 bizwarn bizwarn warning, unauthorized biological force detected in cross dimensional power field {Len 9.37}
C3A2_2 (p130) buzwarn buzwarn (p98 e95) all personnel evacuate lambda complex, extreme dimensional malfunction detected {Len 8.39}
C3A2_3 bizwarn bizwarn bizwarn, unauthorized activity detected in main reactor core {Len 8.40}
C3A2_4 bizwarn bizwarn, danger, high energy exchange detected in radioactive materials handling bay {Len 9.76}
C3A2_5 bizwarn bizwarn, biological force detected in primary coolant system {Len 7.02}
C3A2_6 (p120) bizwarn bizwarn, (p100) lambda complex reports dimensional contamination {Len 5.94}
C3A2_7 bizwarn bizwarn, lambda complex reports dimensional containment system failure {Len 7.43}

C3A2_target bloop(p150) bloop(p150) satellite target system, engaged {Len 3.96}
C3A2_portal bizwarn(p80) bizwarn(p80) bizwarn(p80) warning, cross(e80) dimensional portal device power level is one hundred twenty percent {Len 10.68}
C3A2_core bizwarn bizwarn bizwarn, attention lambda complex personnel, primary core activated {Len 8.60}


// countdown

CTR0 zero {Len 0.65}
CTR1 one second {Len 1.03}
CTR2 two {Len 0.51}
CTR3 three seconds {Len 1.09}
CTR4 four {Len 0.47}
CTR5 five seconds remaining {Len 1.99}
CTR6 six {Len 0.55}
CTR7 seven {Len 0.60}
CTR8 eight {Len 0.48}
CTR9 nine {Len 0.60}
CTR10 ten seconds remaining {Len 1.80}
CTR11 eleven {Len 0.64}
CTR12 twelve {Len 0.53}
CTR13 thirteen {Len 0.77}
CTR14 fourteen {Len 0.80}
CTR15 fifteen seconds remaining {Len 2.10}
CTR16 sixteen {Len 0.84}
CTR17 seventeen {Len 1.00}
CTR18 eighteen {Len 0.65}
CTR19 nineteen {Len 0.78}
CTR20 twenty seconds remaining {Len 1.88}

// doors, general
NA0 access denied {Len 1.49}
NA1 access is denied {Len 1.89}
NA2 unauthorized access {Len 1.99}
NA3 illegal access {Len 1.45}
NA4 this door is locked {Len 1.84}
NA5 unauthorized access {Len 1.99}
NA6 entry forbidden {Len 1.44}
NA7 entry not permitted {Len 1.70}
NA8 no unauthorized personnel {Len 2.59}
NA9 you do not have access to this facility {Len 4.64}
NA10 (p102) sorry, you may not enter {Len 2.53}
NA11 (p102) sorry, this door is locked {Len 2.61}
NA12 (p102) please, move away from this area {Len 3.36}
NA13 (p102) please, move away from door {Len 2.84}
NA14 (p103) you will not get in {Len 2.04}
NA15 (p103) entry is not an option {Len 2.38}
NA16 (p104) will we do this all day {Len 2.41}
NA17 (p104) move on immediately {Len 1.97}
NA18 (p105) no, no, and no(p80) {Len 2.76}
EA0 access granted {Len 1.50}
EA1 access permitted {Len 1.49}
EA2 entry granted {Len 1.22}
EA3 entry permitted {Len 1.21}
EA4 access authorized {Len 1.87}
EA5 entry is permitted {Len 1.61}
EA6 access authorized {Len 1.87}
EA7 access to facility, granted {Len 3.14}
EA8 access granted {Len 1.50}

// doors, security lockout
ND0 security lock is engaged {Len 2.70}
ND1 secure area, no entry {Len 2.72}
ND2 security lockout, no entry {Len 3.06}
ND3 secure door, no entry {Len 2.65}
ND4 security system in force {Len 2.73}
ND5 security system armed, no entry {Len 3.57}
ND6 door is secured {Len 1.75}
ND7 illegal access, move away {Len 2.70}
ED0 security lock disengaged {Len 2.57}
ED1 security clear, proceed {Len 2.41}
ED2 security lockout, released {Len 2.61}
ED3 secure override accepted {Len 2.57}
ED4 security access acknowledged {Len 2.63}
ED5 security system disengaged {Len 2.69}
ED6 door security disengaged {Len 2.51}

// blast doors
NF0 emergency blast door activated {Len 2.99}
NF1 emergency blast shield activated {Len 3.06}
NF3 the blast containment shield is down {Len 3.36}
EF0 emergency blast door, open {Len 2.85}
EF1 emergency blast shield, deactivated {Len 3.45}
EF3 blast containment shield is, open {Len 3.28}

// fire door
NFIRE0 fire containment door is down {Len 3.01}
EFIRE0 fire containment door, open {Len 2.89}

// chemical door
NCHEM0 chemical leak containment door activated {Len 3.48}
ECHEM0 chemical leak containment door, open {Len 3.34}

// radiation door
NRAD0 radiation containment door activated {Len 3.31}
ERAD0 radiation containment door, open {Len 3.16}

// generic containment door
NCON0 emergency containment door engaged {Len 3.16}
ECON0 emergency containment door disengaged {Len 3.43}

// broken locked door
NG0 sorry, this door is inoperative {Len 3.07}
NG1 sorry, door out of service {Len 2.81}
NG2 door damage detected, please call service personnel {Len 4.93}

// maintenance door
NH0 no access, maintenance area {Len 3.05}
NH1 no personnel permitted in maintenance area {Len 3.91}
EH0 maintenance area access granted {Len 2.88}
EH1 maintenance area door open {Len 2.42}

// turrets, defensive systems

T0 extreme hazard, defense system is armed in this zone {Len 5.80}
T1 hazard area, defense system activated {Len 3.93}
T2 danger, turret perimeter defense system armed {Len 4.16}
T3 extreme hazard, nearest defense system engaged {Len 4.68}
T4 danger, base defense turret system may power up {Len 4.94}
T5 danger, automatic defense system activated {Len 4.25}

// warnings

WE0 warning, high voltage cable {Len 2.69}
WE1 warning, high power cable {Len 2.54}
WE2 warning, electric shock hazard {Len 2.75}
WE3 warning, severe electric shock hazard {Len 3.43}

// danger

DR0 danger, radiation leak detected {Len 3.19}
DR1 danger, radiation hazard detected {Len 3.42}
DR2 danger, high radiation level detected {Len 3.84}
DR3 danger, severe radiation hazard, evacuate area immediately {Len 5.98}
DR4 danger, safety violation, extreme radiation level detected {Len 5.89}

DC0 danger, chemical leak, area now a high health hazard {Len 5.63}
DC1 danger, chemical coolant leak, health hazard zone {Len 4.89}
DC2 danger, chemical containment breach, all personnel evacuate this area {Len 6.70}
DC3 danger, supercooled chemical leak {Len 3.06}
DC4 danger, supercooled helium leak {Len 3.17}

DB0 danger, liquid biohazard leak in immediate area {Len 4.96}
DB1 danger, coolant leak, severe biohazard now in this area {Len 5.87}
DB2 danger, liquid biohazard released, evacuate area {Len 5.09}
DB3 danger, biohazard detected in immediate area {Len 4.70}

// training room

TR_A three, two, one, deeoo(p110) {Len 2.81}
TR_B deeoo(p110) (p102 t20) target system deactivated {Len 2.46}



// HEV Suit

// powerup

HEV_AAx fvox/bell, HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day {Len 41.76}
HEV_A0 fvox/bell, HEV_logon {Len 11.07}

HEV_A1 fvox/blip blip(p130) powermove_on {Len 3.71}
HEV_A2 fvox/blip blip powerarmor_on {Len 4.42}
HEV_A3 fvox/blip blip(p130) atmospherics_on {Len 4.41}
HEV_A4 fvox/blip blip vitalsigns_on boop, boop, boop {Len 5.28}
HEV_A5 fvox/blip blip(p130) munitionview_on {Len 3.84}
HEV_A6 fvox/blip blip communications_on {Len 3.59}
HEV_A7 fvox/blip blip(p70) weaponselect_on {Len 3.97}
HEV_A8 fvox/blip blip(p70) automedic_on {Len 3.77}
HEV_A9 fvox/fuzz power_level_is onehundred percent {Len 4.14}
HEV_A10 fvox/safe_day, bell {Len 3.66}

// medical
HEV_DEAD0 fvox/beep beep, beep beep, beep, beep, flatline {Len 6.29}
HEV_DEAD1 fvox/beep beep, beep beep, beep, flatline {Len 5.82}

HEV_MED0 fvox/(p140) boop, boop, boop, (p100) innsufficient_medical {Len 1.41}
HEV_MED1 fvox/(p140) boop, boop, boop, (p100) automedic_on {Len 4.92}
HEV_MED2 fvox/(p140) boop, boop, boop, (p100) administering_medical {Len 4.47}

HEV_HEAL0 fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot {Len 7.03}
HEV_HEAL1 fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped {Len 7.03}
HEV_HEAL2 fvox/(p140) boop, boop, boop, (p100) bleeding_stopped {Len 3.66}
HEV_HEAL3 fvox/(p140) boop, boop, boop, (p100) blood_plasma {Len 4.02}
HEV_HEAL4 fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot {Len 4.38}
HEV_HEAL5 fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot {Len 4.17}
HEV_HEAL6 fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized {Len 4.16}
HEV_HEAL7 fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot {Len 4.16}
HEV_HEAL8 fvox/(p140) boop, boop, boop, (p100) medical_repaired {Len 4.17}

HEV_DMG0 fvox/(p160) boop, boop, boop, (p100) minor_lacerations {Len 4.09}
HEV_DMG1 fvox/(p160) boop, boop, boop, (p100) major_lacerations {Len 4.19}
HEV_DMG2 fvox/(p160) boop, boop, boop, (p100) internal_bleeding {Len 3.64}
HEV_DMG3 fvox/(p160) boop, boop, boop, (p100) blood_toxins {Len 5.04}
HEV_DMG4 fvox/(p160) boop, boop, boop, (p100) minor_fracture {Len 3.67}
HEV_DMG5 fvox/(p160) boop, boop, boop, (p100) major_fracture {Len 3.67}
HEV_DMG6 fvox/(p160) boop, boop, boop, (p100) blood_loss {Len 3.39}
HEV_DMG7 fvox/(p140) boop, boop, boop, (p100) seek_medic {Len 3.92}

HEV_HLTH0 fvox/(p120) beep, beep, (p100) health_dropping {Len 4.31}
HEV_HLTH1 fvox/(p120) beep, beep, (p100) health_dropping2 {Len 3.68}
HEV_HLTH2 fvox/(p120) beep, beep, beep, (p100) health_critical {Len 4.32}
HEV_HLTH3 fvox/(p120) beep, beep, beep, (p100) near_death {Len 4.77}
HEV_HLTH4 fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area {Len 5.93}
HEV_HLTH5 fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area {Len 6.52}
HEV_HLTH6 fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately {Len 8.22}

HEV_SHOCK fvox/(p120) beep, beep, (p100) warning, shock_damage {Len 4.05}
HEV_FIRE fvox/(p120) beep, beep, (p100) warning, heat_damage {Len 4.77}

// items
HEV_AIM_ON fvox/blip targetting_system activated {Len 4.02}
HEV_AIM_OFF fvox/blip targetting_system deactivated {Len 4.27}
HEV_BATTERY fvox/blip get_battery acquired {Len 3.26}
HEV_MEDKIT fvox/blip get_medkit(v80) {Len 2.03}

HEV_PISTOL fvox/blip get_pistol acquired {Len 4.45}
HEV_SHOTGUN fvox/blip get_shotgun {Len 2.26}
HEV_GRENADE fvox/blip get_grenade acquired {Len 2.88}
HEV_ASSAULT fvox/blip get_assault acquired {Len 6.42}
HEV_44PISTOL fvox/blip get_44pistol acquired {Len 3.42}
HEV_RPG fvox/blip get_rpg acquired {Len 3.56}
HEV_SATCHEL fvox/blip get_satchel acquired {Len 4.07}
HEV_TRIPMINE fvox/blip get_tripmine acquired {Len 4.50}
HEV_HORNET fvox/blip get_alien_wpn {Len 2.88}
HEV_SQUEEK fvox/blip get_alien_wpn {Len 2.88}
HEV_EGON fvox/blip get_egon acquired {Len 3.55}
HEV_GAUSS fvox/blip get_gauss acquired {Len 5.09}
HEV_XBOW fvox/blip get_crossbow acquired {Len 3.86}

HEV_9MM fvox/blip get_9mmclip acquired {Len 3.08}
HEV_44AMMO fvox/blip get_44ammo acquired {Len 3.55}
HEV_BUCKSHOT fvox/blip get_buckshot acquired {Len 3.11}
HEV_BOLTS fvox/blip get_bolts acquired {Len 4.28}
HEV_RPGAMMO fvox/blip get_rpgammo acquired {Len 2.76}
HEV_AGRENADE fvox/blip get_assaultgren acquired {Len 3.02}
HEV_EGONPOWER fvox/blip get_egonpower acquired {Len 3.11}

// time

//HEV_C1t fvox/bell time_is_now one AM
//HEV_C13t fvox/bell time_is_now one PM

// power levels

HEV_D00 fvox/fuzz fuzz(p130), power_restored {Len 2.12}
HEV_D01 fvox/fuzz fuzz(p80), hev_shutdown {Len 4.99}

HEV_0P fvox/fuzz fuzz, power_below five percent {Len 6.35}
HEV_1P fvox/fuzz fuzz, power_restored(e30), ten percent {Len 2.75}
HEV_2P fvox/fuzz fuzz, power_restored(e30), fifteen percent {Len 3.15}
HEV_3P fvox/fuzz fuzz, power_restored(e30), twenty percent {Len 2.99}
HEV_4P fvox/fuzz fuzz, power_restored(e30), twenty five percent {Len 3.87}
HEV_5P fvox/fuzz fuzz, power_restored(e30), thirty percent {Len 3.04}
HEV_6P fvox/fuzz fuzz, power_restored(e30), thirty five percent {Len 3.91}
HEV_7P fvox/fuzz fuzz, power_restored(e30), fourty percent {Len 3.07}
HEV_8P fvox/fuzz fuzz, power_restored(e30), fourty five percent {Len 3.95}
HEV_9P fvox/fuzz fuzz, power_restored(e30), fifty percent {Len 3.17}
HEV_10P fvox/fuzz fuzz, power_restored(e30), fifty five percent {Len 4.05}
HEV_11P fvox/fuzz fuzz, power_restored(e30), sixty percent {Len 3.16}
HEV_12P fvox/fuzz fuzz, power_restored(e30), sixty five percent {Len 4.04}
HEV_13P fvox/fuzz fuzz, power_restored(e30), seventy percent {Len 3.12}
HEV_14P fvox/fuzz fuzz, power_restored(e30), seventy five percent {Len 4.00}
HEV_15P fvox/fuzz fuzz, power_restored(e30), eighty percent {Len 2.88}
HEV_16P fvox/fuzz fuzz, power_restored(e30), eighty five percent {Len 3.76}
HEV_17P fvox/fuzz fuzz, power_restored(e30), ninety percent {Len 3.12}
HEV_18P fvox/fuzz fuzz, power_restored(e30), ninety five percent {Len 4.00}
HEV_19P fvox/fuzz fuzz, power_level_is onehundred percent {Len 4.62}

// weapon/ammo

HEV_AMO0 fvox/blip ammo_depleted {Len 2.16}

// suit

HEV_V0 fvox/blip, voice_on {Len 3.17}
HEV_V1 fvox/blip, voice_off {Len 3.06}

HEV_E0 fvox/buzz buzz, armor_gone {Len 2.95}
HEV_E1 fvox/buzz, armor_gone {Len 2.62}
HEV_E2 fvox/buzz, hev_critical_fail {Len 4.75}
HEV_E3 fvox/buzz, hev_general_fail {Len 3.22}
HEV_E4 fvox/buzz, hev_damage {Len 3.53}
HEV_E5 fvox/buzz, powermove_overload {Len 4.98}

// time remaining countdown

//HEV_F10t fvox/bell time_remaining ten seconds
//HEV_F15t fvox/bell time_remaining fifteen seconds
//HEV_F20t fvox/bell time_remaining twenty seconds
//HEV_F30t fvox/bell time_remaining thirty seconds

// detections

HEV_DET0 fvox/blip blip blip, biohazard_detected {Len 3.67}
HEV_DET1 fvox/blip blip blip, chemical_detected {Len 4.33}
HEV_DET2 fvox/blip blip blip, radiation_detected {Len 5.08}
HEV_DET3 fvox/blip blip blip, bio_reading {Len 2.93}
HEV_DET4 fvox/blip blip blip, antitoxin_shot(e50), onehundred percent {Len 3.67}
HEV_DET5 fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent {Len 5.37}

//HEV_GR0r fvox/range twenty meters(t60)
//HEV_GR1r fvox/range nineteen meters
//HEV_GR2r fvox/range eighteen meters


// BARNEY

BA_OK0 barney/teamup2 {Len 0.88}
BA_OK1 barney/dobettertogether {Len 2.30}
BA_OK2 barney/imwithyou {Len 1.36}
BA_OK3 barney/teamup1 {Len 2.29}
BA_OK4 barney/gladtolendhand {Len 2.94}
BA_OK5 barney/letsgo {Len 0.92}
BA_OK6 barney/letsmoveit {Len 1.99}

BA_WAIT0 barney/helpothers {Len 2.40}
BA_WAIT1 barney/iwaithere {Len 1.06}
BA_WAIT2 barney/slowingyoudown {Len 1.40}
BA_WAIT3 barney/illwait {Len 1.11}
BA_WAIT4 barney/seeya {Len 0.61}
BA_WAIT5 barney/standguard {Len 1.67}

BA_HELLO0 barney/hellonicesuit {Len 0.40}
BA_HELLO1 barney/howdy {Len 0.86}
BA_HELLO2 barney/howyoudoing {Len 0.71}
BA_HELLO3 barney/haybuddy {Len 0.53}
BA_HELLO4 barney/hayfella {Len 0.27}
BA_HELLO5 barney/heybuddy {Len 0.53}
BA_HELLO6 barney/heyfella {Len 0.27}

BA_QUESTION0 barney/beertopside {Len 2.42}
BA_QUESTION1 barney/wayout {Len 1.60}
BA_QUESTION2 barney/getanyworse {Len 2.09}
BA_QUESTION3 barney/gladof38 {Len 2.56}
BA_QUESTION4 barney/workingonstuff {Len 2.71}
BA_QUESTION5 barney/wayout {Len 1.60}
BA_QUESTION6 barney/whatsgoingon {Len 2.01}
BA_QUESTION7 barney/aintscared {Len 1.16}
BA_QUESTION8 barney/nodrill {Len 2.11}
BA_QUESTION9 barney/gettingcloser {Len 1.25}
BA_QUESTION10 barney/youhearthat {Len 1.86}
BA_QUESTION11 barney/crewdied {Len 2.37}
BA_QUESTION12 barney/somethingmoves {Len 2.28}
BA_QUESTION13 barney/thinking {Len 1.30}
BA_QUESTION14 barney/missingleg {Len 3.13}

BA_ANSWER0 barney/noway {Len 0.96}
BA_ANSWER1 barney/ireckon {Len 0.60}
BA_ANSWER2 barney/soundsright {Len 0.79}
BA_ANSWER3 barney/yessir {Len 0.43}
BA_ANSWER4 barney/youbet {Len 0.53}
BA_ANSWER5 barney/yougotit {Len 0.60}
BA_ANSWER6 barney/yup {Len 0.41}
BA_ANSWER7 barney/dontaskme {Len 0.96}
BA_ANSWER8 barney/dontbet {Len 0.87}
BA_ANSWER9 barney/dontbuyit {Len 1.21}
BA_ANSWER10 barney/dontfigure {Len 1.31}
BA_ANSWER11 barney/dontguess {Len 0.93}
BA_ANSWER12 barney/hardtosay {Len 0.92}
BA_ANSWER13 barney/justdontknow {Len 0.99}
BA_ANSWER14 barney/nope {Len 0.35}
BA_ANSWER15 barney/nosir {Len 0.55}
BA_ANSWER16 barney/cantfigure {Len 1.16}
BA_ANSWER17 barney/maybe {Len 0.47}
BA_ANSWER18 barney/notelling {Len 1.03}
BA_ANSWER19 barney/bequiet {Len 1.96}
BA_ANSWER20 barney/youtalkmuch {Len 1.38}
BA_ANSWER21 barney/alreadyasked {Len 1.18}

// player is staring at scientist
BA_STARE0 barney/yup {Len 0.41}
BA_STARE1 barney/yessir {Len 0.43}
BA_STARE2 barney/howyoudoing {Len 0.71}
BA_STARE3 barney/heyfella {Len 0.27}

BA_IDLE0 barney/whatisthat {Len 1.61}
BA_IDLE1 barney/coldone {Len 2.54}
BA_IDLE2 barney/guyresponsible {Len 3.40}
BA_IDLE3 barney/bigmess {Len 2.67}
BA_IDLE4 barney/luckwillturn {Len 2.03}
BA_IDLE5 barney/bigplace {Len 2.20}
BA_IDLE6 barney/targetpractice {Len 3.26}
BA_IDLE7 barney/badfeeling {Len 2.70}
BA_IDLE8 barney/ambush {Len 2.42}
BA_IDLE9 barney/survive {Len 2.36}
BA_IDLE10 barney/stophere {Len 3.13}

BA_ATTACK0 barney/openfire(e50) {Len 1.49}
BA_ATTACK1 barney/openfire(s50) {Len 1.49}
BA_ATTACK2 barney/standback {Len 0.87}
BA_ATTACK3 barney/whatisthat {Len 1.61}
BA_ATTACK4 barney/diebloodsucker {Len 1.72}
BA_ATTACK5 barney/aimforhead {Len 1.69}

BA_HEAR0 barney/hearsomething {Len 0.90}
BA_HEAR1 barney/icanhear {Len 1.07}
BA_HEAR2 barney/soundsbad {Len 1.62}

BA_SMELL0 barney/somethingdied {Len 2.78}
BA_SMELL1 barney/somethingstinky {Len 2.17}
BA_SMELL2 barney/stench {Len 1.62}

BA_CUREA barney/checkwounds {Len 1.61}
BA_CUREB barney/youneedmedic {Len 2.09}
BA_CUREC barney/realbadwound {Len 3.18}

BA_SCARED0 barney/donthurtem {Len 1.19}
BA_SCARED1 barney/leavealone {Len 2.50}

BA_WOUND0 barney/imhit {Len 2.05}
BA_WOUND1 barney/hitbad {Len 2.23}
BA_MORTAL0 barney/imdead {Len 3.90}

//If you shoot Barney:
BA_SHOT0 barney/ba_whoathere {Len 1.37}
BA_SHOT1 barney/ba_dotoyou {Len 1.60}
BA_SHOT2 barney/ba_watchit {Len 1.37}
BA_SHOT3 barney/ba_whatyou {Len 1.20}
BA_SHOT4 barney/ba_friends {Len 2.80}
BA_SHOT5 barney/ba_pissme {Len 1.77}

//When Barneys really pissed at you:
BA_MAD0 barney/ba_stepoff {Len 1.37}
BA_MAD1 barney/ba_iwish {Len 1.49}
BA_MAD2 barney/ba_uwish {Len 2.72}
BA_MAD3 barney/ba_somuch {Len 2.62}
BA_MAD4 barney/ba_endline {Len 1.54}
BA_MAD5 barney/ba_dontmake {Len 1.77}
BA_MAD6 barney/ba_tomb {Len 1.66}

//When Barneys killed something
BA_KILL0 barney/ba_gotone {Len 0.82}
BA_KILL1 barney/ba_another {Len 1.54}
BA_KILL2 barney/ba_buttugly {Len 2.09}
BA_KILL3 barney/ba_seethat {Len 1.88}
BA_KILL4 barney/ba_close {Len 1.67}
BA_KILL5 barney/ba_firepl {Len 2.21}
BA_KILL6 barney/ba_bring {Len 0.99}


//If you use Barney in Hazard Course
BA_HAZ_OK0 holo/tr_ba_use {Len 1.16}

//If you unuse Barney in Hazard Course
BA_HAZ_WAIT0 holo/tr_ba_unuse {Len 1.07}

//Barney in Hazard Course
BA_LIGHTSON holo/tr_ba_lightson {Len 1.88}

//If you use Barney before the disaster
BA_POK0 barney/ba_post {Len 2.28}
BA_POK1 barney/ba_duty {Len 2.25}
BA_POK2 barney/ba_raincheck {Len 1.02}
BA_POK3 barney/ba_later {Len 2.01}

// if barney can't follow you
BA_STOP0 barney/stop1 {Len 1.41}
BA_STOP1 barney/stop2 {Len 3.21}
BA_STOP2 barney/stop3 {Len 0.00}

//scripted_sentences

//c1a0 scripts
BA_LATE barney/c1a0_ba_late {Len 2.33}
BA_HEADDOWN barney/c1a0_ba_headdown {Len 3.37}
BA_DESK barney/c1a0_ba_desk {Len 16.87}
BA_BUTTON barney/c1a0_ba_button {Len 2.80}
BA_HEVNO barney/c1a0_ba_hevno {Len 4.24}
BA_HEVYES barney/c1a0_ba_hevyes {Len 2.60}

//c1a1 scripts
BA_GLAD barney/c1a1_ba_glad {Len 6.38}

//c1a2 scripts
BA_BULLSQUID barney/c1a2_ba_bullsquid {Len 4.99}
BA_ZOMBIE2 barney/c1a2_ba_2zomb {Len 1.99}
BA_ZOMBIE4 barney/c1a2_ba_4zomb {Len 1.95}
BA_CLIMB barney/c1a2_ba_climb {Len 3.12}
BA_SLEW barney/c1a2_ba_slew {Len 3.88}
BA_SURFACE barney/c1a2_ba_surface {Len 4.22}
BA_TOPSIDE barney/c1a2_ba_top {Len 4.32}

//c1a4 scripts
BA_WHISPER barney/c1a4_ba_wisp {Len 3.02}
BA_TENTACLE barney/c1a4_ba_octo1 {Len 5.23}

//c2a1 scripts
BA_HUB1A barney/c2a1_ba_hub1a {Len 13.45}
BA_HUB2A barney/c2a1_ba_hub2a {Len 4.02}
BA_AGAIN barney/c2a1_ba_again {Len 8.13}

//c2a2 scripts

BA_LAUNCH barney/c2a2_ba_launch {Len 29.03}

//c2a3 scripts

BA_ASSN barney/c2a3_ba_assn {Len 5.22}

//c2a4 scripts
BA_LONGNITE barney/c2a4_ba_longnite {Len 8.71}
BA_STERIL barney/c2a4_ba_steril {Len 1.22}
BA_TEACH barney/c2a4_ba_teach {Len 10.60}

BA_ARG1A barney/c2a4_ba_arg1a {Len 2.90}
BA_ARG2A barney/c2a4_ba_arg3a {Len 2.23}
BA_ARG3A barney/c2a4_ba_arg5a {Len 1.92}

BA_TAU1A barney/c2a4_ba_1tau {Len 1.95}
BA_TAU3A barney/c2a4_ba_3tau {Len 1.83}
BA_TAU5A barney/c2a4_ba_5tau {Len 1.73}

BA_ALIVE barney/c2a4_ba_alive {Len 15.49}

//c2a5 scripts
BA_LETMEOUT barney/c2a5_ba_letout {Len 5.03}
BA_RPG barney/c2a5_ba_rpg {Len 8.94}
BA_HELPME barney/c2a5_ba_helpme {Len 9.06}
BA_SNIPED barney/c2a5_ba_sniped {Len 3.47}

//c3a2 scripts
BA_SURVEY2A barney/c3a2_ba_2surv {Len 2.88}
BA_SURVEY4A barney/c3a2_ba_4surv {Len 1.65}
BA_SURVEY6A barney/c3a2_ba_6surv {Len 4.07}
BA_SURVEY8A barney/c3a2_ba_8surv {Len 3.70}
BA_PORTSTAY barney/c3a2_ba_stay {Len 4.88}


// SCIENTIST

SC_OK0 scientist/excellentteam {Len 3.59}
SC_OK1 scientist/fellowscientist {Len 1.97}
SC_OK2 scientist/fine {Len 1.86}
SC_OK3 scientist/hopeyouknow {Len 2.10}
SC_OK4 scientist/leadtheway {Len 1.16}
SC_OK5 scientist/letsgo {Len 0.66}
SC_OK6 scientist/yesletsgo {Len 1.14}
SC_OK7 scientist/yes3 {Len 0.55}
SC_OK8 scientist/alright {Len 0.87}

SC_WAIT0 scientist/beenaburden {Len 2.06}
SC_WAIT1 scientist/slowingyou {Len 1.75}
SC_WAIT2 scientist/reconsider {Len 1.82}
SC_WAIT3 scientist/whyleavehere {Len 1.50}
SC_WAIT4 scientist/illwaithere {Len 0.91}
SC_WAIT5 scientist/istay {Len 0.72}
SC_WAIT6 scientist/illwait {Len 0.56}

// fail to follow player any more
SC_STOP0 scientist/stop1 {Len 1.39}
SC_STOP1 scientist/stop2 {Len 1.68}
SC_STOP2 scientist/stop3 {Len 2.04}
SC_STOP3 scientist/stop4 {Len 2.30}


// player is staring at scientist
SC_STARE0 scientist/yees {Len 1.40}
SC_STARE1 scientist/areyouthink {Len 1.64}
SC_STARE2 scientist/noidea {Len 3.50}

SC_HELLO0 scientist/hellothere {Len 0.78}
SC_HELLO1 scientist/freemanalive {Len 3.54}
SC_HELLO2 scientist/afellowsci {Len 1.33}
SC_HELLO3 scientist/greetings2 {Len 2.01}
SC_HELLO4 scientist/hello {Len 2.42}
SC_HELLO5 scientist/goodtoseeyou {Len 3.11}
SC_HELLO6 scientist/newhevsuit {Len 4.40}
SC_HELLO7 scientist/hellofromlab {Len 4.30}
SC_HELLO8 scientist/inmesstoo {Len 3.63}

SC_ANSWER0 scientist/notsure {Len 1.14}
SC_ANSWER1 scientist/notcertain {Len 1.28}
SC_ANSWER2 scientist/perhaps {Len 0.92}
SC_ANSWER3 scientist/whocansay {Len 1.26}
SC_ANSWER4 scientist/inconclusive {Len 1.73}
SC_ANSWER5 scientist/theoretically {Len 0.95}
SC_ANSWER6 scientist/whyaskme {Len 1.37}
SC_ANSWER7 scientist/lowervoice {Len 2.00}
SC_ANSWER8 scientist/ofcourse {Len 1.14}
SC_ANSWER9 scientist/absolutely {Len 0.99}
SC_ANSWER10 scientist/yes {Len 0.40}
SC_ANSWER11 scientist/ibelieveso {Len 0.83}
SC_ANSWER12 scientist/right {Len 0.44}
SC_ANSWER13 scientist/imsure {Len 0.67}
SC_ANSWER14 scientist/positively {Len 0.67}
SC_ANSWER15 scientist/nodoubt {Len 1.13}
SC_ANSWER16 scientist/yees {Len 1.40}
SC_ANSWER17 scientist/ofcoursenot {Len 0.88}
SC_ANSWER18 scientist/absolutelynot {Len 1.20}
SC_ANSWER19 scientist/noo {Len 0.91}
SC_ANSWER20 scientist/idontthinkso {Len 1.62}
SC_ANSWER21 scientist/completelywrong {Len 1.92}
SC_ANSWER22 scientist/cantbeserious {Len 1.20}
SC_ANSWER23 scientist/dontknow {Len 1.11}
SC_ANSWER24 scientist/ridiculous {Len 1.00}
SC_ANSWER25 scientist/shutup {Len 0.88}
SC_ANSWER26 scientist/noguess {Len 1.61}
SC_ANSWER27 scientist/stopasking {Len 1.67}
SC_ANSWER28 scientist/justasked {Len 1.82}
SC_ANSWER29 scientist/repeat {Len 2.95}

SC_QUESTION0 scientist/everseen {Len 3.04}
SC_QUESTION1 scientist/needsleep {Len 3.95}
SC_QUESTION2 scientist/areyouthink {Len 1.64}
SC_QUESTION3 scientist/evergetout {Len 1.82}
SC_QUESTION4 scientist/rightwayout {Len 1.67}
SC_QUESTION5 scientist/cantbeworse {Len 1.75}
SC_QUESTION6 scientist/rescueus {Len 2.62}
SC_QUESTION7 scientist/fascinating {Len 2.47}
SC_QUESTION8 scientist/stimulating {Len 3.30}
SC_QUESTION9 scientist/luckwillchange {Len 3.43}
SC_QUESTION10 scientist/hearsomething {Len 2.56}
SC_QUESTION11 scientist/doyousmell {Len 2.09}
SC_QUESTION12 scientist/uselessphd {Len 2.71}
SC_QUESTION13 scientist/waithere {Len 2.87}
SC_QUESTION14 scientist/survival {Len 3.41}
SC_QUESTION15 scientist/headcrab {Len 4.61}
SC_QUESTION16 scientist/goodpaper {Len 3.36}
SC_QUESTION17 scientist/catchone {Len 1.92}
SC_QUESTION18 scientist/dinner {Len 5.43}
SC_QUESTION19 scientist/alientrick {Len 3.33}
SC_QUESTION20 scientist/alienappeal {Len 2.65}
SC_QUESTION21 scientist/rumorclean {Len 4.93}
SC_QUESTION22 scientist/nothostile {Len 5.15}
SC_QUESTION23 scientist/announcer {Len 2.20}
SC_QUESTION24 scientist/smellburn {Len 1.57}
SC_QUESTION25 scientist/noidea {Len 3.50}
SC_QUESTION26 scientist/whatnext {Len 2.96}

SC_IDLE0 scientist/ipredictedthis {Len 2.74}
SC_IDLE1 scientist/containfail {Len 3.17}
SC_IDLE2 scientist/chaostheory {Len 2.41}
SC_IDLE3 scientist/howinteresting {Len 2.87}
SC_IDLE4 scientist/neverseen {Len 4.72}
SC_IDLE5 scientist/peculiarmarks {Len 3.84}
SC_IDLE6 scientist/whoresponsible {Len 2.77}
SC_IDLE7 scientist/nogrant {Len 2.14}
SC_IDLE8 scientist/bloodsample {Len 3.51}
SC_IDLE9 scientist/administrator {Len 4.43}
SC_IDLE10 scientist/improbable {Len 3.47}
SC_IDLE11 scientist/organicmatter {Len 4.58}
SC_IDLE12 scientist/lambdalab {Len 4.15}
SC_IDLE13 scientist/ihearsomething {Len 0.76}

SC_NOGO scientist/dontgothere {Len 1.34}

SC_MONST0 scientist/seeheadcrab {Len 2.49}
SC_MONST1 scientist/importantspecies {Len 2.94}

SC_HEAR0 scientist/ihearsomething {Len 0.76}
SC_HEAR1 scientist/didyouhear {Len 0.66}
SC_HEAR2 scientist/whatissound {Len 1.69}

SC_SMELL0 scientist/somethingfoul {Len 4.11}
SC_SMELL1 scientist/odorfromyou {Len 2.51}
SC_SMELL2 scientist/peculiarodor {Len 2.48}
SC_SMELL3 scientist/stench {Len 2.09}

SC_WOUND0 scientist/iwounded {Len 3.25}
SC_WOUND1 scientist/iwounded2 {Len 3.14}

SC_MORTAL0 scientist/iwoundedbad {Len 2.09}
SC_MORTAL1 scientist/iwounded2 {Len 3.14}

SC_CUREA scientist/youlookbad {Len 1.40}
SC_CUREB scientist/youwounded {Len 1.67}
SC_CUREC scientist/youneedmedic {Len 2.67}

SC_HEAL0 scientist/heal1 {Len 2.47}
SC_HEAL1 scientist/heal2 {Len 1.30}
SC_HEAL2 scientist/youneedmedic, letstrythis {Len 3.76}
SC_HEAL3 scientist/youlookbad, holdstill {Len 3.69}
SC_HEAL4 scientist/youwounded, letstrythis {Len 2.76}
SC_HEAL5 scientist/heal3 {Len 1.79}
SC_HEAL6 scientist/heal4 {Len 1.58}
SC_HEAL7 scientist/heal5 {Len 1.90}

SC_PLFEAR0 scientist/whatyoudoing {Len 1.96}
SC_PLFEAR1 scientist/canttakemore {Len 1.86}
SC_PLFEAR2 scientist/madness {Len 2.60}
SC_PLFEAR3 scientist/noplease {Len 1.20}
SC_PLFEAR4 scientist/getoutofhere {Len 3.06}
SC_PLFEAR5 scientist/sorryimleaving {Len 1.38}

SC_FEAR0 scientist/nooo {Len 0.53}
SC_FEAR1 scientist/startle2 {Len 0.38}
SC_FEAR2 scientist/startle1 nooo {Len 0.88}
SC_FEAR3 scientist/dontwantdie {Len 1.75}
SC_FEAR4 scientist/getoutalive {Len 2.42}
SC_FEAR5 scientist/startle3 {Len 0.83}
SC_FEAR6 scientist/startle4 {Len 0.45}
SC_FEAR7 scientist/startle5 {Len 1.44}
SC_FEAR8 scientist/startle6 {Len 1.01}
SC_FEAR9 scientist/startle7 {Len 0.68}
SC_FEAR10 scientist/startle8 {Len 1.13}
SC_FEAR11 scientist/startle9 {Len 1.16}
SC_FEAR12 scientist/startle1 {Len 0.36}

SC_SCREAM0 scientist/sci_fear1 {Len 0.62}
SC_SCREAM1 scientist/sci_fear2 {Len 0.68}
SC_SCREAM2 scientist/sci_fear3 {Len 0.40}
SC_SCREAM3 scientist/sci_fear4 {Len 0.58}
SC_SCREAM4 scientist/sci_fear5 {Len 0.85}
SC_SCREAM5 scientist/sci_fear6 {Len 0.50}
SC_SCREAM6 scientist/sci_fear7 {Len 0.76}
SC_SCREAM7 scientist/sci_fear8 {Len 0.52}
SC_SCREAM8 scientist/sci_fear9 {Len 1.11}
SC_SCREAM9 scientist/sci_fear10 {Len 0.51}
SC_SCREAM10 scientist/sci_fear11 {Len 1.27}
SC_SCREAM11 scientist/sci_fear12 {Len 0.70}
SC_SCREAM12 scientist/sci_fear13 {Len 0.41}
SC_SCREAM13 scientist/sci_fear14 {Len 0.59}
SC_SCREAM14 scientist/sci_fear15 {Len 0.43}

SC_SCARED0 scientist/whatyoudoing {Len 1.96}
SC_SCARED1 scientist/stopattacking {Len 1.60}
SC_SCARED2 scientist/youinsane {Len 2.61}

// predisaster scientist

SC_PHELLO0 scientist/hellofreeman {Len 3.47}
SC_PHELLO1 scientist/greetings2 {Len 2.01}
SC_PHELLO2 scientist/goodtoseeyou {Len 3.11}
SC_PHELLO3 scientist/greetings {Len 2.25}
SC_PHELLO4 scientist/hello {Len 2.42}
SC_PHELLO5 scientist/hellothere {Len 0.78}
SC_PHELLO6 scientist/freeman {Len 0.48}

SC_PQUEST0 scientist/beverage {Len 3.06}
SC_PQUEST1 scientist/statusreport {Len 3.59}
SC_PQUEST2 scientist/tunnelcalc {Len 3.84}
SC_PQUEST3 scientist/shakeunification {Len 3.62}
SC_PQUEST4 scientist/correcttheory {Len 3.68}
SC_PQUEST5 scientist/analysis {Len 3.12}
SC_PQUEST6 scientist/purereadings {Len 3.15}
SC_PQUEST7 scientist/newsample {Len 2.31}
SC_PQUEST8 scientist/perfectday {Len 3.29}
SC_PQUEST9 scientist/cascade {Len 4.36}
SC_PQUEST10 scientist/delayagain {Len 3.24}
SC_PQUEST11 scientist/softethics {Len 3.03}
SC_PQUEST12 scientist/tunedtoday {Len 3.93}
SC_PQUEST13 scientist/donuteater {Len 1.89}
SC_PQUEST14 scientist/seencup {Len 1.85}
SC_PQUEST15 scientist/hungryyet {Len 1.52}
SC_PQUEST16 scientist/recalculate {Len 4.14}
SC_PQUEST17 scientist/checkatten {Len 2.50}

SC_PIDLE0 scientist/hideglasses {Len 2.29}
SC_PIDLE1 scientist/weartie {Len 3.47}
SC_PIDLE2 scientist/runtest {Len 3.43}
SC_PIDLE3 scientist/limitsok {Len 2.17}
SC_PIDLE4 scientist/asexpected {Len 1.45}
SC_PIDLE5 scientist/thatsodd {Len 1.24}
SC_PIDLE6 scientist/allnominal {Len 2.15}
SC_PIDLE7 scientist/shutdownchart {Len 3.31}
SC_PIDLE8 scientist/reportflux {Len 2.59}
SC_PIDLE9 scientist/simulation {Len 3.14}
SC_PIDLE10 scientist/hopenominal {Len 3.09}

//If you use Scientists in Hazard Course
SC_HAZ_OK0 holo/tr_sci_use {Len 2.34}

//If you unuse Scientists in Hazard Course
SC_HAZ_WAIT0 holo/tr_sci_unuse {Len 1.71}

//Scientists in Hazard Course
SC_GOODWORK holo/tr_sci_goodwork {Len 5.03}
SC_HARDLYNOTICE holo/tr_sci_hardlynoticed {Len 4.44}
SC_NEXTSTATION holo/tr_sci_nextstation {Len 3.36}

//If you use Scientists before the disaster

SC_POK0 scientist/sci_alone {Len 3.08}
SC_POK1 scientist/sci_bother {Len 1.39}
SC_POK2 scientist/sci_busy {Len 2.57}
SC_POK3 scientist/sci_aftertest {Len 2.86}
SC_POK4 scientist/sci_somewhere {Len 2.82}

//narrative audio

SC_1MUMBLE scientist/c1a0_sci_mumble {Len 6.42}

SC_DISA scientist/c1a0_sci_disa {Len 6.78}
SC_DIS1A scientist/c1a0_sci_dis1a {Len 18.06}
SC_DIS1B scientist/c1a0_sci_dis1b {Len 4.53}
SC_DIS1C scientist/c1a0_sci_dis1c {Len 2.78}
SC_DIS1D scientist/c1a0_sci_dis1d {Len 2.81}

SC_DIS2A scientist/c1a0_sci_dis2a {Len 5.75}
SC_DIS3A scientist/c1a0_sci_dis3a {Len 2.71}
SC_DIS4A scientist/c1a0_sci_dis4a {Len 5.36}
SC_DIS5A scientist/c1a0_sci_dis5a {Len 4.16}
SC_DIS6A scientist/c1a0_sci_dis6a {Len 10.46}
SC_DIS7A scientist/c1a0_sci_dis7a {Len 7.11}
SC_DIS8A scientist/c1a0_sci_dis8a {Len 0.37}
SC_DIS9A scientist/c1a0_sci_dis9a {Len 4.43}
SC_DIS10A scientist/c1a0_sci_dis10a {Len 8.03}
SC_DIS11A scientist/c1a0_sci_dis11a {Len 10.85}
SC_DIS12A scientist/c1a0_sci_dis12a {Len 4.33}
SC_DIS13A scientist/c1a0_sci_dis13a {Len 1.57}
SC_DIS14A scientist/c1a0_sci_dis14a {Len 3.89}
SC_DIS15A scientist/c1a0_sci_dis15a {Len 8.32}
SC_DIS16A scientist/c1a0_sci_dis16a {Len 3.16}
SC_DIS17A scientist/c1a0_sci_dis17a {Len 2.81}

SC_GETAWAY scientist/c1a0_sci_getaway {Len 3.61}
SC_GMORN scientist/c1a0_sci_gm {Len 1.74}
SC_BIGDAY scientist/c1a0_sci_bigday {Len 1.36}
SC_SAMPLE scientist/c1a0_sci_samp {Len 2.54}
SC_NOTTHAT scientist/c1a0_sci_desk {Len 0.00}

SC_LOCK1A scientist/c1a0_sci_lock1a {Len 5.79}
SC_LOCK2A scientist/c1a0_sci_lock2a {Len 7.07}
SC_LOCK3A scientist/c1a0_sci_lock3a {Len 2.45}
SC_LOCK4A scientist/c1a0_sci_lock4a {Len 4.51}
SC_LOCK5A scientist/c1a0_sci_lock5a {Len 10.49}
SC_LOCK6A scientist/c1a0_sci_lock6a {Len 8.13}
SC_LOCK7A scientist/c1a0_sci_lock7a {Len 5.14}
SC_LOCK8A scientist/c1a0_sci_lock8a {Len 2.76}
SC_LOCK9A scientist/c1a0_sci_lock9a {Len 0.00}

SC_CRIT1A scientist/c1a0_sci_crit1a {Len 2.40}
SC_CRIT2A scientist/c1a0_sci_crit2a {Len 2.57}
SC_CRIT3A scientist/c1a0_sci_crit3a {Len 2.54}

SC_CTRL1A scientist/c1a0_sci_ctrl1a {Len 4.50}
SC_CTRL2A scientist/c1a0_sci_ctrl2a {Len 6.48}
SC_CTRL3A scientist/c1a0_sci_ctrl3a {Len 7.31}
SC_CTRL4A scientist/c1a0_sci_ctrl4a {Len 3.75}

SC_CONSOLE1A scientist/c1a1_sci_1scan {Len 1.83}
SC_CONSOLE2A scientist/c1a1_sci_2scan {Len 2.29}
SC_CONSOLE3A scientist/c1a1_sci_3scan {Len 5.25}
SC_CONSOLE4A scientist/c1a1_sci_4scan {Len 17.46}
SC_CONSOLE5A scientist/c1a1_sci_5scan {Len 1.10}
SC_CONSOLERPT scientist/c1a1_sci_scanrpt {Len 0.00}

//c1a2scripts

SC_ZOMBIE1A scientist/c1a2_sci_1zomb {Len 2.31}
SC_ZOMBIE3A scientist/c1a2_sci_3zomb {Len 1.07}
SC_ZOMBIE5A scientist/c1a2_sci_5zomb {Len 0.84}
SC_ZOMBIE6A scientist/c1a2_sci_6zomb {Len 3.01}

SC_DANGLING scientist/c1a2_sci_dangling {Len 3.83}
SC_DARKROOM scientist/c1a2_sci_darkroom {Len 5.84}
SC_ELEVATOR scientist/c1a2_sci_elevator {Len 9.94}
SC_LOUNGE scientist/c1a2_sci_lounge {Len 10.04}
SC_TRANSMISSION scientist/c1a2_sci_transm {Len 8.63}

//c1a3 scripts
SC_1MAN scientist/c1a3_sci_1man {Len 3.40}
SC_ATLAST scientist/c1a3_sci_atlast {Len 1.13}
SC_RESCUED scientist/c1a3_sci_rescued {Len 2.65}
SC_SILO1A scientist/c1a3_sci_silo1a {Len 5.06}
SC_SILO2A scientist/c1a3_sci_silo2a {Len 2.20}
SC_TEAM scientist/c1a3_sci_team {Len 1.86}
SC_THANKGOD scientist/c1a3_sci_thankgod {Len 1.48}

//c1a4 scripts
SC_TRAINEND scientist/c1a4_sci_trainend {Len 9.80}
SC_ROCKET scientist/c1a4_sci_rocket {Len 5.76}
SC_BLIND scientist/c1a4_sci_blind {Len 4.17}
SC_POWEROFF scientist/c1a4_sci_pwroff {Len 5.53}
SC_POWERON scientist/c1a4_sci_pwr {Len 5.56}
SC_GENER scientist/c1a4_sci_gener {Len 7.96}
SC_TRUST scientist/c1a4_sci_trust {Len 36.33}
SC_TENT scientist/c1a4_sci_tent {Len 3.81}

//c2a3 scripts
SC_ICKY scientist/c2a3_sci_icky {Len 17.30}
SC_TRACK scientist/c2a3_sci_track {Len 29.01}

//c2a4 scripts
SC_ARG1A scientist/c2a4_sci_arg2a {Len 2.24}
SC_ARG2A scientist/c2a4_sci_arg4a {Len 3.67}

SC_TAU2A scientist/c2a4_sci_2tau {Len 2.52}
SC_TAU4A scientist/c2a4_sci_4tau {Len 3.45}

SC_1PSURG scientist/c2a4_sci_scanner {Len 5.71}
SC_2PSURG scientist/c2a4_sci_sugicaloff {Len 5.62}
SC_3PSURG scientist/c2a4_sci_surgury {Len 6.80}
SC_ALLDIE scientist/c2a4_sci_alldie {Len 3.41}
SC_LETOUT scientist/c2a4_sci_letout {Len 23.23}

//c2a5 scripts
SC_BOOBIE scientist/c2a5_sci_boobie {Len 17.68}
SC_LEBUZ scientist/c2a5_sci_lebuz {Len 13.81}

//c3a2 scripts

SC_STRAWS scientist/c3a2_sci_straws {Len 37.99}
SC_GLUON2A scientist/c3a2_sci_2glu {Len 10.49}
SC_FLOOD scientist/c3a2_sci_flood {Len 8.78}
SC_LINGER scientist/c3a2_sci_linger {Len 8.21}
SC_SURVEY1A scientist/c3a2_sci_1surv {Len 2.33}
SC_SURVEY3A scientist/c3a2_sci_3surv {Len 26.31}
SC_SURVEY5A scientist/c3a2_sci_5surv {Len 6.53}
SC_SURVEY7A scientist/c3a2_sci_7surv {Len 9.34}
SC_LJUMP scientist/c3a2_sci_ljump {Len 14.76}
SC_UPHERE scientist/c3a2_sci_uphere {Len 4.82}
SC_PORTAL scientist/c3a2_sci_portal {Len 13.13}
SC_PORTOPEN scientist/c3a2_sci_portopen {Len 2.14}
SC_POSITION scientist/c3a2_sci_position {Len 2.72}
SC_FOREVER scientist/c3a2_sci_forever {Len 2.39}
SC_NOTYET scientist/c3a2_sci_notyet {Len 1.11}
SC_FOOL scientist/c3a2_sci_fool {Len 1.34}

//miscellaneous useful scripts
SC_LETYOUIN scientist/letyouin {Len 1.45}
SC_OVERHERE scientist/overhere {Len 1.79}

// outdoor
WILD0 ambience/(v30) quail1(p103), quail1(t10), quail1(p101) {Len 1.23}
WILD1 ambience/bee1(v75) {Len 1.18}
WILD2 ambience/bee2(p105) {Len 1.15}
WILD3 ambience/hawk1(p98 v30) {Len 0.18}
WILD4 ambience/hawk1(p105 v20) {Len 0.17}
WILD5 ambience/(v50 p97) quail1, quail1(t15) {Len 0.75}
WILD6 ambience/bee1(p98 v50) {Len 1.20}
WILD7 ambience/bee1(p97) {Len 1.21}
WILD8 ambience/quail1(p98 v20)) {Len 0.26}
WILD9 ambience/des_wind1(v50) {Len 3.88}
WILD10 ambience/des_wind2(v50) {Len 2.86}
WILD11 ambience/des_wind3(v50) {Len 4.36}
WILD9 ambience/des_wind1(v40 p105) {Len 3.88}
WILD10 ambience/des_wind2(v40 p98) {Len 2.86}
WILD11 ambience/des_wind3(v40 p103) {Len 4.36}
WILD12 ambience/wren1(v80) {Len 1.13}

// rocket
ROCKET0 ambience/steamburst1 {Len 1.21}
ROCKET1 ambience/steamburst1(p80) {Len 1.51}
ROCKET2 ambience/steamburst1(p120) {Len 1.01}
ROCKET3 ambience/rocket_groan1 {Len 3.52}
ROCKET4 ambience/rocket_groan2 {Len 1.45}
ROCKET5 ambience/rocket_groan3 {Len 2.10}
ROCKET6 ambience/rocket_groan4 {Len 7.77}

// distant war zone
FAR_WAR0 ambience/(v50) distantmortar1 {Len 2.06}
FAR_WAR1 ambience/(v60) distantmortar2 {Len 1.88}
FAR_WAR2 ambience/(v50) distantmortar3 {Len 2.88}
FAR_WAR3 ambience/(v15) biggun3 {Len 2.57}
FAR_WAR4 ambience/(v20) rifle2 {Len 1.72}
FAR_WAR5 ambience/(v10 p120) jetflyby1 {Len 6.37}
FAR_WAR6 ambience/(v10) mgun_burst4 {Len 2.71}
FAR_WAR7 ambience/(v30) distantmortar1 distantmortar3 distantmortar2 {Len 6.81}
FAR_WAR8 ambience/(v10) biggun2 biggun2 biggun2 {Len 5.82}
FAR_WAR9 ambience/(v15) mgun_burst1 {Len 3.45}
FAR_WAR10 ambience/(v20) biggun1 rifle2 {Len 2.76}
FAR_WAR11 ambience/(v60) distantmortar1 distantmortar1, distantmortar2, distantmortar1 {Len 8.54}
FAR_WAR12 ambience/(v30) distantmortar2, distantmortar2 distantmortar2 distantmortar2, distantmortar3 distantmortar1 {Len 12.94}
FAR_WAR13 ambience/(v10) mgun_burst2 {Len 1.78}
FAR_WAR14 ambience/(v15) mgun_burst3 mgun_burst3 {Len 1.55}
FAR_WAR15 ambience/(v10) rifle1 rifle1 {Len 2.00}
FAR_WAR16 ambience/(v10) biggun2, biggun2 biggun2 {Len 6.07}

// near war zone
NEAR_WAR0 ambience/(v60) mgun_burst3 mgun_burst3 mgun_burst3(v50) {Len 2.32}
NEAR_WAR1 ambience/(v60) rifle1 rifle2 rifle2 rifle1 rifle1 {Len 6.44}
NEAR_WAR2 ambience/(v60) alienflyby1 {Len 7.40}
NEAR_WAR3 ambience/(v60) biggun3 biggun3 biggun3 {Len 7.72}
NEAR_WAR4 ambience/(v60) mgun_burst4 mgun_burst3 rifle1 mgun_burst4 {Len 7.20}
NEAR_WAR5 ambience/(v60) jetflyby1 {Len 7.65}
NEAR_WAR6 ambience/(v60) mgun_burst4 mgun_burst3 {Len 3.48}
NEAR_WAR7 ambience/distantmortar1 distantmortar3 distantmortar2 {Len 6.81}
NEAR_WAR8 ambience/(v60) biggun2 biggun2 biggun2 biggun2(v30) {Len 7.76}
NEAR_WAR9 ambience/(v60) mgun_burst1 mgun_burst1 rifle2 mgun_burst3 {Len 9.38}
NEAR_WAR10 agrunt/(v40) ag_fire1 ag_fire2 ag_fire2 ag_fire1 {Len 1.65}
NEAR_WAR11 ambience/distantmortar1 distantmortar1, distantmortar2 {Len 6.24}
NEAR_WAR12 ambience/(v60) mgun_burst2 mgun_burst2 mgun_burst3 mgun_burst2 {Len 6.11}



// alien slave
SLV_IDLE0 aslave/slv_word1 slv_word2 {Len 1.76}
SLV_IDLE1 aslave/slv_word2 slv_word3(p95) {Len 2.67}
SLV_IDLE2 aslave/slv_word3 slv_word4 {Len 3.12}
SLV_IDLE3 aslave/slv_word4 slv_word5 slv_word5(p90) {Len 3.55}
SLV_IDLE4 aslave/slv_word2(p110) slv_word6 slv_word7 slv_word3 {Len 4.86}
SLV_IDLE5 aslave/slv_word6 slv_word7 slv_word2 {Len 3.24}
SLV_IDLE6 aslave/slv_word7 slv_word8 slv_word3 {Len 2.92}
SLV_IDLE7 aslave/slv_word8 slv_word1 slv_word8 slv_word8(p95) {Len 1.35}
SLV_IDLE8 aslave/slv_word1(p115) slv_word6 {Len 2.05}
SLV_IDLE9 aslave/slv_word3 slv_word3(p90) {Len 3.58}
SLV_IDLE10 aslave/slv_word7(p85) {Len 1.26}

SLV_ALERT0 aslave/(p105) slv_alert1 slv_word2 {Len 1.07}
SLV_ALERT1 aslave/(p105) slv_word8 slv_word8 slv_word8 slv_word5 {Len 1.40}
SLV_ALERT2 aslave/(p105) slv_alert4 slv_word4 slv_alert3 {Len 2.27}
SLV_ALERT3 aslave/(p108) slv_alert1 slv_word5 {Len 1.16}
SLV_ALERT4 aslave/(p108) slv_word5(p110) slv_word8 slv_word8 {Len 1.20}
SLV_ALERT5 aslave/(p108) slv_alert4 slv_word7 slv_alert1 {Len 1.64}

//HOLOGRAM

HOLO_3JUMPS holo/tr_holo_3jumps {Len 12.57}
HOLO_BREAKBOX holo/tr_holo_breakbox {Len 9.50}
HOLO_BREATH holo/tr_holo_breath {Len 10.90}
HOLO_BUTTON holo/tr_holo_button {Len 5.52}
HOLO_CHARGER holo/tr_holo_charger {Len 17.41}
HOLO_COMMENCING holo/tr_holo_commencing {Len 5.12}
HOLO_CONGRATS holo/tr_holo_congrats {Len 5.86}
HOLO_DONE holo/tr_holo_done {Len 9.08}
HOLO_DROWN holo/tr_holo_drown {Len 15.16}
HOLO_DUCK holo/tr_holo_duck {Len 9.70}
HOLO_FALLSHORT holo/tr_holo_fallshort {Len 3.54}
HOLO_FANTASTIC holo/tr_holo_fantastic {Len 1.02}
HOLO_FLASHLIGHT holo/tr_holo_flashlight {Len 2.72}
HOLO_GREATWORK holo/tr_holo_greatwork {Len 4.32}
HOLO_GRENADE holo/tr_holo_grenade {Len 7.10}
HOLO_HITALL holo/tr_holo_hitall {Len 13.59}
HOLO_INJURY holo/tr_holo_injury {Len 1.88}
HOLO_INTRO holo/tr_holo_intro {Len 14.11}
HOLO_JDUCK holo/tr_holo_jduck {Len 10.96}
HOLO_JUMP holo/tr_holo_jump {Len 15.23}
HOLO_JUMPDOWN holo/tr_holo_jumpdown {Len 12.59}
HOLO_JUMPGAP holo/tr_holo_jumpgap {Len 7.57}
HOLO_KEEPTRYING holo/tr_holo_keeptrying {Len 1.65}
HOLO_LADDER holo/tr_holo_ladder {Len 7.75}
HOLO_LEADGUARD holo/tr_holo_leadguard {Len 12.61}
HOLO_LIGHTOFF holo/tr_holo_lightoff {Len 5.11}
HOLO_LONGJUMP holo/tr_holo_longjump {Len 14.38}
HOLO_MEDKIT holo/tr_holo_medkit {Len 18.01}
HOLO_MOVE holo/tr_holo_move {Len 14.04}
HOLO_NICEJOB holo/tr_holo_nicejob {Len 0.92}
HOLO_PIPEDUCK holo/tr_holo_pipeduck {Len 16.59}
HOLO_PULLBOX holo/tr_holo_pullbox {Len 14.68}
HOLO_PUSHBOX holo/tr_holo_pushbox {Len 9.44}
HOLO_RADIATION holo/tr_holo_radiation {Len 8.51}
HOLO_RETRY holo/tr_holo_retry {Len 6.01}
HOLO_RUNSTART holo/tr_holo_runstart {Len 1.84}
HOLO_SPINBRIDGE holo/tr_holo_spinbridge {Len 4.36}
HOLO_STARTLIFT holo/tr_holo_startlift {Len 5.04}
HOLO_STEAM holo/tr_holo_steam {Len 10.18}
HOLO_TARGET holo/tr_holo_target {Len 11.97}
HOLO_TRYAGAIN holo/tr_holo_tryagain {Len 1.84}
HOLO_USETRAIN holo/tr_holo_usetrain {Len 11.80}


//GMAN

//c1a0 narrative
GM_1MUMBLE gman/gman_mumble1 {Len 2.52}
GM_2MUMBLE gman/gman_mumble2 {Len 2.27}
GM_3MUMBLE gman/gman_mumble3 {Len 2.63}
GM_4MUMBLE gman/gman_mumble4 {Len 3.60}
GM_5MUMBLE gman/gman_mumble5 {Len 2.74}
GM_6MUMBLE gman/gman_mumble6 {Len 3.80}

//c5 narrative
//GM_OFFER gman/gman_offer [long version: what follows is chopped into sections]


GM_SUIT gman/gman_suit {Len 16.51}
GM_NASTY gman/gman_nasty {Len 12.70}
GM_POTENTIAL gman/gman_potential {Len 20.12}
GM_STEPIN gman/gman_stepin {Len 13.50}
GM_OTHERWISE gman/gman_otherwise {Len 13.21}
GM_1CHOOSE gman/gman_choose1 {Len 1.80}
GM_2CHOOSE gman/gman_choose2 {Len 1.59}
GM_WISE gman/gman_wise {Len 5.11}
GM_REGRET gman/gman_noreg {Len 2.67}
GM_WONTWORK gman/gman_nowork {Len 3.35}

// HALF-LIFE 2 SPEECH SYSTEM SENTENCES.
// Do not use TABS.  Separate sentence-names from wave definitions with single spaces only.
// Sounds prefixed by "Q_" will be queued up for a while and played as soon as the NPC is allowed to speak


//CHARACTER SECTION






//COMBINE SOLDIER

// COMBINE SOLDIER

// V_ indicates 'virtual' name or number
// last letter indicates type: 'S' = soldier

// soldier names, remembered by speaker:

V_MYNAMES0 leader {Len 0.4}
V_MYNAMES1 flash {Len 0.4}
V_MYNAMES2 ranger {Len 0.4}
V_MYNAMES3 hunter {Len 0.4}
V_MYNAMES4 blade {Len 0.4}
V_MYNAMES5 scar {Len 0.4}
V_MYNAMES6 hammer {Len 0.4}
V_MYNAMES7 sweeper {Len 0.4}
V_MYNAMES8 swift {Len 0.4}
V_MYNAMES9 fist {Len 0.4}
V_MYNAMES10 sword {Len 0.4}
V_MYNAMES11 savage {Len 0.4}
V_MYNAMES12 tracker {Len 0.4}
V_MYNAMES13 slash {Len 0.4}
V_MYNAMES14 razor {Len 0.4}
V_MYNAMES15 stab {Len 0.4}
V_MYNAMES16 spear {Len 0.4}
V_MYNAMES17 striker {Len 0.4}
V_MYNAMES18 dagger {Len 0.4}

// air support names:

V_RNDNAMES0 ghost {Len 0.4}
V_RNDNAMES1 reaper {Len 0.4}
V_RNDNAMES2 nomad {Len 0.4}
V_RNDNAMES3 hurricane {Len 0.4}
V_RNDNAMES4 phantom {Len 0.4}
V_RNDNAMES5 judge {Len 0.4}
V_RNDNAMES6 shadow {Len 0.4}
V_RNDNAMES7 slam {Len 0.4}
V_RNDNAMES8 stinger {Len 0.4}
V_RNDNAMES9 storm {Len 0.4}
V_RNDNAMES10 vamp {Len 0.4}
V_RNDNAMES11 winder {Len 0.4}
V_RNDNAMES12 star {Len 0.4}  

//phonetic alphabet/codes:

V_RNDCODES0 apex {Len 0.4}
V_RNDCODES1 ion {Len 0.4}
V_RNDCODES2 jet {Len 0.4}
V_RNDCODES3 kilo {Len 0.4}
V_RNDCODES4 mace {Len 0.4}
V_RNDCODES5 nova {Len 0.4}
V_RNDCODES6 payback {Len 0.4}
V_RNDCODES7 sundown {Len 0.4}
V_RNDCODES8 uniform {Len 0.4}
V_RNDCODES9 boomer {Len 0.4}
V_RNDCODES10 echo {Len 0.4}
V_RNDCODES11 flatline {Len 0.4}
V_RNDCODES12 helix {Len 0.4}
V_RNDCODES13 ice {Len 0.4}
V_RNDCODES14 quicksand {Len 0.4}
V_RNDCODES15 payback {Len 0.4}
V_RNDCODES16 ripcord {Len 0.4}

//Numbers, remembered by speaker:

V_MYNUMS0 zero {Len 0.4}
V_MYNUMS1 one {Len 0.4}
V_MYNUMS2 two {Len 0.4}
V_MYNUMS3 three {Len 0.4}
V_MYNUMS4 four {Len 0.4}
V_MYNUMS5 five {Len 0.4}
V_MYNUMS6 six {Len 0.4}
V_MYNUMS7 seven {Len 0.4}
V_MYNUMS8 eight {Len 0.4}
V_MYNUMS9 niner {Len 0.4}

// random numbers

V_RNDNUMS0 zero {Len 0.4}
V_RNDNUMS1 one {Len 0.4}
V_RNDNUMS2 two {Len 0.4}
V_RNDNUMS3 three {Len 0.4}
V_RNDNUMS4 four {Len 0.4}
V_RNDNUMS5 five {Len 0.4}
V_RNDNUMS6 six {Len 0.4}
V_RNDNUMS7 seven {Len 0.4}
V_RNDNUMS8 eight {Len 0.4}
V_RNDNUMS9 niner {Len 0.4}

// numbers, must be in order, used for distance/heading to player use: V_DISTS or V_DIRS

V_NUMBERSS0 zero {Len 0.4}
V_NUMBERSS1 one {Len 0.4}
V_NUMBERSS2 two {Len 0.4}
V_NUMBERSS3 three {Len 0.4}
V_NUMBERSS4 four {Len 0.4}
V_NUMBERSS5 five {Len 0.4}
V_NUMBERSS6 six {Len 0.4}
V_NUMBERSS7 seven {Len 0.4}
V_NUMBERSS8 eight {Len 0.4}
V_NUMBERSS9 niner {Len 0.4}
V_NUMBERSS10 ten {Len 0.4}
V_NUMBERSS11 eleven {Len 0.4}
V_NUMBERSS12 twelve {Len 0.4}
V_NUMBERSS13 thirteen {Len 0.4}
V_NUMBERSS14 fourteen {Len 0.4}
V_NUMBERSS15 fifteen {Len 0.4}
V_NUMBERSS16 sixteen {Len 0.4}
V_NUMBERSS17 seventeen {Len 0.4}
V_NUMBERSS18 eighteen {Len 0.4}
V_NUMBERSS19 nineteen {Len 0.4}
V_NUMBERSS20 twenty {Len 0.4}
V_NUMBERSS21 thirty {Len 0.4}
V_NUMBERSS22 fourty {Len 0.4}
V_NUMBERSS23 fifty {Len 0.4}
V_NUMBERSS24 sixty {Len 0.4}
V_NUMBERSS25 seventy {Len 0.4}
V_NUMBERSS26 eighty {Len 0.4}
V_NUMBERSS27 ninety {Len 0.4}
V_NUMBERSS28 onehundred {Len 0.4}
V_NUMBERSS29 twohundred {Len 0.4}
V_NUMBERSS30 threehundred {Len 0.4}

// rnd global, used to designate target

V_G0_PLAYERS0 freeman3 {len 0.5}
V_G0_PLAYERS1 anticitizenone {len 0.5}
V_G0_PLAYERS2 targetone {len 0.5}
V_G0_PLAYERS3 priority1objective {len 0.5}
V_G0_PLAYERS4 phantom {len 0.5}
V_G0_PLAYERS5 ghost2 {len 0.5}

// sequential gobal numbers, used for counting enemies down

V_SEQGLOBNBRS0 zero {Len 0.4}
V_SEQGLOBNBRS1 one {Len 0.4}
V_SEQGLOBNBRS2 two {Len 0.4}
V_SEQGLOBNBRS3 three {Len 0.4}
V_SEQGLOBNBRS4 four {Len 0.4}
V_SEQGLOBNBRS5 five {Len 0.4}
V_SEQGLOBNBRS6 six {Len 0.4}
V_SEQGLOBNBRS7 seven {Len 0.4}
V_SEQGLOBNBRS8 eight {Len 0.4}
V_SEQGLOBNBRS9 niner {Len 0.4}
V_SEQGLOBNBRS10 ten {Len 0.4}
V_SEQGLOBNBRS11 eleven {Len 0.4}
V_SEQGLOBNBRS12 twelve {Len 0.4}
V_SEQGLOBNBRS13 thirteen {Len 0.4}
V_SEQGLOBNBRS14 fourteen {Len 0.4}
V_SEQGLOBNBRS15 fifteen {Len 0.4}
V_SEQGLOBNBRS16 sixteen {Len 0.4}
V_SEQGLOBNBRS17 seventeen {Len 0.4}
V_SEQGLOBNBRS18 eighteen {Len 0.4}
V_SEQGLOBNBRS19 nineteen {Len 0.4}
V_SEQGLOBNBRS20 twenty {Len 0.4}


//PAIN
COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain}

//DIE
COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death}
COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death}
COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death}


//KICK
COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26}
COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31}


// I am about to start shooting
// Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption}
// To use a specified caption string, put it's name in there, too
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption}

COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert}

// My enemy is close and I can see him

COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert}

// I am moving in

COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord}
COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15  closecaption NPC_Combine.Coord}
COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15  closecaption NPC_Combine.Coord}
COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord}


// I am still alert and pursuing enemy

COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77  closecaption NPC_Combine.Coord}
COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord}

// UNDONE: Nobody has seen enemy in 10 seconds

COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}

// UNDONE: Nobody has seen enemy in 5 seconds

COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein  off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter}

// I just saw a friendly die

COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert}

// UNDONE: Just found enemy after lost long

COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert}

// I am throwing a grenade

COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade}

//COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03}
//COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37}

// Enemy Grenade lands nearby (one man only)

COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade}
COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade}
 
// Something dangerous nearby, need to run

COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17}
COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17}
COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17}

// Player Alert - first contact and I'm the squad leader

COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}

// last soldier's hit damaged player significantly

COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13}
COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13}
COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13}

// Monster Alert - first contact and I'm the squad leader

COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert}

// Monster Alert - by type

COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert}

COMBINE_MONST_CITIZENS0 npc/combine_soldier/vo/(v100) outbreak off1 {Len 1.72 closecaption NPC_Combine.Alert}

COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert}

COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}

COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}

// I killed a monster

COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter}

// I was hit and it hurt. I'm taking cover (commented out in code)

COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95  closecaption NPC_Combine.Coord}
COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95  closecaption NPC_Combine.Coord}
COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord}


// I took damage but it didn't hurt much (commented out in code)

COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32}
COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32}
COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32}

// I'm the last guy in the squad

COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last}

// player is dead

COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82}
COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87}
COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38}
COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38}
COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38}
COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38}
COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38}

// Idle statement - my status, no enemy

COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}

// I'm asking a question while idle, which may be answered with affirmative

COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}

// Answering affirmative

COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57}
COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57}
COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57}
COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57}
COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57}

// Answering all clear

COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30}
COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30}
COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30}
COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30}
COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30}
COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30}
COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30}

// Questioning if all clear

COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63}
COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63}
COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63}


//-----------------------------------------------------------------------------
// METROPOLICE STARTS HERE
//-----------------------------------------------------------------------------

// hl2 map names - 24 names max

V_MAPNAME0 default
V_MAPNAME1 trainstation
V_MAPNAME2 canals
V_MAPNAME3 eli
V_MAPNAME4 town
V_MAPNAME5 coast
V_MAPNAME6 prison
V_MAPNAME7 c17
V_MAPNAME8 citadel

// _MAP__ substring in word in sentence is replaced with _MAPxx where xx is mapnumber

// location prefix by mapname (remembered) (duplicated for metropolice and overwatch)

// map 0 default
V_G1_LOCATION_MAP00P0 block
V_G1_LOCATION_MAP00P1 zone
V_G1_LOCATION_MAP00P2 sector

// map 1 trainstation
V_G1_LOCATION_MAP01P0 stationblock
V_G1_LOCATION_MAP01P1 transitblock
V_G1_LOCATION_MAP01P2 workforceintake

// map 2 canals
V_G1_LOCATION_MAP02P0 canalblock
V_G1_LOCATION_MAP02P1 stormsystem
V_G1_LOCATION_MAP02P2 wasteriver
V_G1_LOCATION_MAP02P3 deservicedarea

// map 3 eli
V_G1_LOCATION_MAP03P0 industrialzone
V_G1_LOCATION_MAP03P1 restrictedblock
V_G1_LOCATION_MAP03P2 repurposedarea

// map 4 town
V_G1_LOCATION_MAP04P0 condemnedzone
V_G1_LOCATION_MAP04P1 infestedzone
V_G1_LOCATION_MAP04P2 nonpatrolregion

// map 5 coast
V_G1_LOCATION_MAP05P0 externaljurisdiction
V_G1_LOCATION_MAP05P1 stabilizationjurisdiction
V_G1_LOCATION_MAP05P2 outlandzone

// map 6 prison
V_G1_LOCATION_MAP06P0 externaljurisdiction
V_G1_LOCATION_MAP06P1 stabilizationjurisdiction

// map 7 c17
V_G1_LOCATION_MAP07P0 residentialblock
V_G1_LOCATION_MAP07P1 404zone
V_G1_LOCATION_MAP07P2 distributionblock
V_G1_LOCATION_MAP07P3 productionblock
 
// map 8 citadel
V_G1_LOCATION_MAP08P0 highpriorityregion
V_G1_LOCATION_MAP08P1 terminalrestrictionzone
V_G1_LOCATION_MAP08P2 controlsection



// player names by mapname (remembered) (duplicated for metropolice and overwatch)

V_G2_SUSPECT_MAP00P0 subject

V_G2_SUSPECT_MAP01P0 citizen
V_G2_SUSPECT_MAP01P1 UPI
V_G2_SUSPECT_MAP01P2 subject

V_G2_SUSPECT_MAP02P0 subject
V_G2_SUSPECT_MAP02P1 noncitizen
V_G2_SUSPECT_MAP02P2 sociocide
V_G2_SUSPECT_MAP02P3 anticitizen

V_G2_SUSPECT_MAP03P0 anticitizen
V_G2_SUSPECT_MAP03P1 subject

V_G2_SUSPECT_MAP04P0 freeman
V_G2_SUSPECT_MAP04P1 subject
V_G2_SUSPECT_MAP04P2 anticitizen

V_G2_SUSPECT_MAP05P0 freeman
V_G2_SUSPECT_MAP05P1 sociocide

V_G2_SUSPECT_MAP06P0 freeman
V_G2_SUSPECT_MAP06P1 infection

V_G2_SUSPECT_MAP07P0 freeman

V_G2_SUSPECT_MAP08P0 freeman

// rnd address suffix (remembered) (duplicated for metropolice and overwatch)

V_G3_NUMBP0 zero 
V_G3_NUMBP1 one
V_G3_NUMBP2 two
V_G3_NUMBP3 three
V_G3_NUMBP4 four
V_G3_NUMBP5 five
V_G3_NUMBP6 six
V_G3_NUMBP7 seven
V_G3_NUMBP8 eight
V_G3_NUMBP9 nine


// sequential global numbers, used for counting enemies down (duplicated for metropolice and overwatch)

V_SEQG0_NBRP0 one {Len 0.4}
V_SEQG0_NBRP1 two {Len 0.4}
V_SEQG0_NBRP2 three {Len 0.4}
V_SEQG0_NBRP3 four {Len 0.4}
V_SEQG0_NBRP4 five {Len 0.4}
V_SEQG0_NBRP5 six {Len 0.4}
V_SEQG0_NBRP6 seven {Len 0.4}
V_SEQG0_NBRP7 eight {Len 0.4}
V_SEQG0_NBRP8 nine {Len 0.4}
V_SEQG0_NBRP9 ten {Len 0.4}
V_SEQG0_NBRP10 eleven {Len 0.4}
V_SEQG0_NBRP11 twelve {Len 0.4}
V_SEQG0_NBRP12 thirteen {Len 0.4}
V_SEQG0_NBRP13 fourteen {Len 0.4}
V_SEQG0_NBRP14 fifteen {Len 0.4}
V_SEQG0_NBRP15 sixteen {Len 0.4}
V_SEQG0_NBRP16 seventeen {Len 0.4}
V_SEQG0_NBRP17 eighteen {Len 0.4}
V_SEQG0_NBRP18 nineteen {Len 0.4}
V_SEQG0_NBRP19 twenty {Len 0.4}

// numbers, must be in order (duplicated for metropolice and overwatch)

V_NUMBERSP0 zero {Len 0.4}
V_NUMBERSP1 one {Len 0.4}
V_NUMBERSP2 two {Len 0.4}
V_NUMBERSP3 three {Len 0.4}
V_NUMBERSP4 four {Len 0.4}
V_NUMBERSP5 five {Len 0.4}
V_NUMBERSP6 six {Len 0.4}
V_NUMBERSP7 seven {Len 0.4}
V_NUMBERSP8 eight {Len 0.4}
V_NUMBERSP9 nine {Len 0.4}
V_NUMBERSP10 ten {Len 0.4}
V_NUMBERSP11 eleven {Len 0.4}
V_NUMBERSP12 twelve {Len 0.4}
V_NUMBERSP13 thirteen {Len 0.4}
V_NUMBERSP14 fourteen {Len 0.4}
V_NUMBERSP15 fifteen {Len 0.4}
V_NUMBERSP16 sixteen {Len 0.4}
V_NUMBERSP17 seventeen {Len 0.4}
V_NUMBERSP18 eighteen {Len 0.4}
V_NUMBERSP19 nineteen {Len 0.4}
V_NUMBERSP20 twenty {Len 0.4}
V_NUMBERSP21 thirty {Len 0.4}
V_NUMBERSP22 fourty {Len 0.4}
V_NUMBERSP23 fifty {Len 0.4}
V_NUMBERSP24 sixty {Len 0.4}
V_NUMBERSP25 seventy {Len 0.4}
V_NUMBERSP26 eighty {Len 0.4}
V_NUMBERSP27 ninety {Len 0.4}
V_NUMBERSP28 onehundred {Len 0.4}
V_NUMBERSP29 twohundred {Len 0.4}
V_NUMBERSP30 threehundred {Len 0.4}

// random codes, player is criminal (duplicated for metropolice and overwatch)

V_RNDCODECRIM_P0 criminaltrespass63
V_RNDCODECRIM_P1 nonsanctionedarson51
V_RNDCODECRIM_P2 posession69
V_RNDCODECRIM_P3 publicnoncompliance507
V_RNDCODECRIM_P4 recklessoperation99
V_RNDCODECRIM_P5 resistingpacification148
V_RNDCODECRIM_P6 riot404
V_RNDCODECRIM_P7 fugitive17f
V_RNDCODECRIM_P8 weapon94
V_RNDCODECRIM_P9 alarms62
V_RNDCODECRIM_P10 assault243
V_RNDCODECRIM_P11 illegalcarrying95
V_RNDCODECRIM_P12 unlawfulentry603

// random codes, player is not criminal (duplicated for metropolice and overwatch)

V_RNDCODEPLR_P0 attemptedcrime27
V_RNDCODEPLR_P1 disengaged647e
V_RNDCODEPLR_P2 disturbingunity415
V_RNDCODEPLR_P3 disturbancemental10-103m
V_RNDCODEPLR_P4 illegalinoperation63s
V_RNDCODEPLR_P5 threattoproperty51b

// random action codes (duplicated for metropolice and overwatch)

V_RNDACTP0 pressure
V_RNDACTP1 document
V_RNDACTP2 restrict
V_RNDACTP3 intercede
V_RNDACTP4 preserve
V_RNDACTP5 search
V_RNDACTP6 suspend
V_RNDACTP7 investigate
V_RNDACTP8 interlock
V_RNDACTP9 isolate
V_RNDACTP10 administer
V_RNDACTP11 cauterize
V_RNDACTP12 inject
V_RNDACTP13 innoculate
V_RNDACTP14 examine
V_RNDACTP15 apply
V_RNDACTP16 prosecute
V_RNDACTP17 serve
V_RNDACTP18 sterilize
V_RNDACTP19 amputate
V_RNDACTP20 lock


// random number
V_RNDNUMP0 zero {Len 0.4}
V_RNDNUMP1 one {Len 0.4}
V_RNDNUMP2 two {Len 0.4}
V_RNDNUMP3 three {Len 0.4}
V_RNDNUMP4 four {Len 0.4}
V_RNDNUMP5 five {Len 0.4}
V_RNDNUMP6 six {Len 0.4}
V_RNDNUMP7 seven {Len 0.4}
V_RNDNUMP8 eight {Len 0.4}
V_RNDNUMP9 nine {Len 0.4}

// unit names, remembered by speaker  (duplicated for metropolice and overwatch)

V_MYNAMEP0 defender 
V_MYNAMEP1 hero 
V_MYNAMEP2 jury 
V_MYNAMEP3 king 
V_MYNAMEP4 line 
V_MYNAMEP5 patrol 
V_MYNAMEP6 quick 
V_MYNAMEP7 roller 
V_MYNAMEP8 stick 
V_MYNAMEP9 tap 
V_MYNAMEP10 union 
V_MYNAMEP11 victor 
V_MYNAMEP12 xray 
V_MYNAMEP13 yellow 
V_MYNAMEP14 vice


// unit numbers, remembered by speaker: (duplicated for metropolice and overwatch)

V_MYNUMP0 one
V_MYNUMP1 two
V_MYNUMP2 three
V_MYNUMP3 four
V_MYNUMP4 five
V_MYNUMP5 six
V_MYNUMP6 seven
V_MYNUMP7 eight
V_MYNUMP8 nine
//V_MYNUMP9 15w40 
//V_MYNUMP10 15w3
//V_MYNUMP11 15r9
//V_MYNUMP12 15l30
//V_MYNUMP13 15w2
//V_MYNUMP14 13x2
//V_MYNUMP15 11x25
//V_MYNUMP16 9l14
//V_MYNUMP17 6r3

//
// Death sounds

METROPOLICE_DIE0 npc/overwatch/radiovoice/(v80) die1 on3 unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP allteamsrespondcode3 V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE1 npc/overwatch/radiovoice/(v80) die2 on3 unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE2 npc/overwatch/radiovoice/(v80) die3 on3 lostbiosignalforunit V_MYNAMEP V_MYNUMP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE3 npc/overwatch/radiovoice/(v80) die1 on3 V_MYNAMEP V_MYNUMP unitdeserviced, remainingunitscontain V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE4 npc/overwatch/radiovoice/(v80) die2 on3 V_MYNAMEP V_MYNUMP unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE5 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE6 npc/overwatch/radiovoice/(v80) die2 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE7 npc/overwatch/radiovoice/(v80) die3 {Len 1.5 closecaption NPC_Combine.Death}
METROPOLICE_DIE8 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption NPC_Combine.Death}
//
// Alert sounds (unused currently) - see monst_player
//
METROPOLICE_GO_ALERT0 npc/metropolice/vo/(v100) on1 designatesuspectas V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_GO_ALERT1 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_GO_ALERT2 npc/metropolice/vo/(v100) on2 contactwith243suspect, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_GO_ALERT3 npc/metropolice/vo/(v100) on1 allunitsrespondcode3 off3 {Len 1.5 closecaption NPC_Combine.Alert}

// location-specific alert sounds (unused currently)

METROPOLICE_CANAL_ALERT0 npc/metropolice/vo/(v100) on1 suspectinstormrunoff V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_UPTHERE_ALERT0 npc/metropolice/vo/(v100) on1 hesupthere off4 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_WATER_ALERT0 npc/metropolice/vo/(v100) on1 suspectusingrestrictedcanals V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

//
// Pain sounds
//
METROPOLICE_PAIN0 npc/metropolice/(v60) pain1 {Len 0.30 closecaption NPC_Combine.Pain}
METROPOLICE_PAIN1 npc/metropolice/(v60) pain2 {Len 0.30 closecaption NPC_Combine.Pain}
METROPOLICE_PAIN2 npc/metropolice/(v60) pain3 {Len 0.26 closecaption NPC_Combine.Pain}

// Pain sounds (I'm still over 90% health, used only once)

METROPOLICE_PAIN_LIGHT0 npc/metropolice/vo/(v100) on1 minorhitscontinuing off1 {Len 1.5 closecaption NPC_Combine.Pain}
//METROPOLICE_PAIN_LIGHT1 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP is10-108 off1 {Len 1.5 closecaption NPC_Combine.Pain}


// Pain sounds (I'm under 25% health for the first time, used only once)


METROPOLICE_PAIN_HEAVY0 npc/metropolice/vo/(v90) on1 11-99officerneedsassistance off1 {Len 1.5 closecaption NPC_Combine.Pain}
METROPOLICE_PAIN_HEAVY1 npc/metropolice/vo/(v90) on1 officerneedshelp off1 {Len 1.5 closecaption NPC_Combine.Pain}
METROPOLICE_PAIN_HEAVY2 npc/metropolice/vo/(v90) on1 dispatchIneed10-78 off4 {Len 1.5 closecaption NPC_Combine.Pain}
METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v90) on1 officerneedsassistance off4 {Len 1.5 closecaption NPC_Combine.Pain}
//METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off1 {Len 1.5 closecaption NPC_Combine.Pain}


//
// Idle sounds (precriminal)
//

// Simple idle sound, always used when not in squad, sometimes used when in squad
METROPOLICE_IDLE0 npc/metropolice/vo/(v50) on1 unitis10-8standingby off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE1 npc/metropolice/vo/(v50) on2 unitisonduty10-8 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE2 npc/metropolice/vo/(v50) on1 holdingon10-14duty off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE3 npc/metropolice/vo/(v50) on2 unitis10-65 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE4 npc/metropolice/vo/(v50) on1 code7 off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE5 npc/overwatch/radiovoice/(v50) on3 V_RNDCODEPLR_P inprogress, respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE6 npc/overwatch/radiovoice/(v50) on3 airwatchcopiesnoactivity V_G1_LOCATION_MAP__P V_G3_NUMBP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE7 npc/overwatch/radiovoice/(v50) on3 V_RNDACTP V_RNDNUMP V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// Check with squadmates
METROPOLICE_IDLE_CHECK0 npc/metropolice/vo/(v50) on1 V_G1_LOCATION_MAP__P V_G3_NUMBP ptatlocationreport off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK1 npc/metropolice/vo/(v50) on2 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK2 npc/metropolice/vo/(v50) on2 stillgetting647e off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK3 npc/overwatch/radiovoice/(v50) on3 teamsreportstatus off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}


// Response to the check with squadmates
METROPOLICE_IDLE_CLEAR0 npc/metropolice/vo/(v50) on1 clearno647no10-107 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CLEAR1 npc/metropolice/vo/(v50) on2 wearesociostablethislocation off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CLEAR2 npc/metropolice/vo/(v50) on1 blockisholdingcohesive off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CLEAR3 npc/metropolice/vo/(v50) on2 control100percent off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// Ask a question to squadmates
METROPOLICE_IDLE_QUEST0 npc/metropolice/vo/(v50) on1 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST1 npc/metropolice/vo/(v50) on2 checkformiscount off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST2 npc/metropolice/vo/(v50) on1 catchthatbliponstabilization off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST3 npc/metropolice/vo/(v50) on2 pickingupnoncorplexindy off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST4 npc/overwatch/radiovoice/(v50) on3 confirmupialert off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST5 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST6 npc/overwatch/radiovoice/(v50) on3 airwatchreportspossiblemiscount off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST7 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan, recievingconflictingdata off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// Answer to a question asked
METROPOLICE_IDLE_ANSWER0 npc/metropolice/vo/(v50) on1 copy off4 {Len 1.5}
METROPOLICE_IDLE_ANSWER1 npc/metropolice/vo/(v50) on1 rodgerthat off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER2 npc/metropolice/vo/(v50) on2 ten4 off4 {Len 1.5}
METROPOLICE_IDLE_ANSWER3 npc/metropolice/vo/(v50) on1 ten2 off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER4 npc/metropolice/vo/(v50) on2 ten97 off3 {Len 1.5}
METROPOLICE_IDLE_ANSWER5 npc/metropolice/vo/(v50) on1 affirmative off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER6 npc/metropolice/vo/(v50) on2 affirmative2 off1 {Len 1.5}

// Player is near, cop is harassing him
METROPOLICE_IDLE_HARASS_PLAYER0 npc/metropolice/vo/(v70) on1 getoutofhere off1 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER1 npc/metropolice/vo/(v70) on1 movealong off4 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER2 npc/metropolice/vo/(v70) on1 vacatecitizen off4 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER3 npc/metropolice/vo/(v70) on1 youwantamalcomplianceverdict off3 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER4 npc/metropolice/vo/(v70) on1 lookingfortrouble off3 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER5 npc/metropolice/vo/(v70) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER6 npc/metropolice/vo/(v70) on2 possible647erequestairwatch off3 {Len 1.5} 
METROPOLICE_IDLE_HARASS_PLAYER7 npc/metropolice/vo/(v70) on2 possible10-103alerttagunits off4 {Len 1.5}
METROPOLICE_IDLE_HARASS_PLAYER8 npc/metropolice/vo/(v70) on2 gota10-107sendairwatch off3 {Len 1.5}

//
// Idle sounds (criminal)
//

V_RNDPUNISHP0 permanentoffworld
V_RNDPUNISHP1 immediateamputation
V_RNDPUNISHP2 halfreproductioncredits
V_RNDPUNISHP3 halfrankpoints

// Simple idle sound, always used when not in squad, sometimes used when in squad
METROPOLICE_IDLE_CR0 npc/metropolice/vo/(v50) on1 ten97suspectisgoa off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR1 npc/metropolice/vo/(v50) on2 suspect11-6my1020is V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR2 npc/metropolice/vo/(v50) on1 ten8standingby off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR3 npc/metropolice/vo/(v50) on2 code100 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR5 npc/overwatch/radiovoice/(v50) on3 suspectisnow187 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR6 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P inprogress, allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR7 npc/overwatch/radiovoice/(v50) on3 politistablizationmarginal off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR8 npc/overwatch/radiovoice/(v50) on3 restrictedincursioninprogress, officerat V_G1_LOCATION_MAP__P V_G3_NUMBP investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR9 npc/overwatch/radiovoice/(v50) on3 socialfractureinprogress off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR10 npc/overwatch/radiovoice/(v50) on3 prematuremissiontermination V_RNDPUNISHP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR11 npc/overwatch/radiovoice/(v50) on3 preparevisualdownload off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR12 npc/overwatch/radiovoice/(v50) on3 leadersreportratios off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR13 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P inprogress, investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR14 npc/overwatch/radiovoice/(v50) on3 failuretotreatoutbreak off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR15 npc/overwatch/radiovoice/(v50) on3 antifatigueration3mg off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR16 npc/overwatch/radiovoice/(v50) on3 accomplicesoperating off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR17 npc/overwatch/radiovoice/(v50) on3 remindermemoryreplacement off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CR18 npc/overwatch/radiovoice/(v50) on3 reminder100credits off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}


// Check with squadmates
METROPOLICE_IDLE_CHECK_CR0 npc/metropolice/vo/(v50) on1 ptatlocationreport V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR1 npc/metropolice/vo/(v50) on1 cprequestsallunitsreportin off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR2 npc/metropolice/vo/(v50) on2 cpbolforthat243 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR3 npc/metropolice/vo/(v50) on1 localcptreportstatus off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR5 npc/overwatch/radiovoice/(v50) on3 statuson243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR6 npc/overwatch/radiovoice/(v50) on3 reporton V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_CHECK_CR7 npc/metropolice/vo/(v50) on1 reportsightingsaccomplices V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// Response to the check with squadmates
METROPOLICE_IDLE_CLEAR_CR0 npc/metropolice/vo/(v50) on1 suspectlocationunknown off3 {Len 1.5}
METROPOLICE_IDLE_CLEAR_CR1 npc/metropolice/vo/(v50) on1 clearandcode100 off1 {Len 1.5}
METROPOLICE_IDLE_CLEAR_CR2 npc/metropolice/vo/(v50) on2 novisualonupi off4 {Len 1.5}
METROPOLICE_IDLE_CLEAR_CR3 npc/metropolice/vo/(v50) on1 searchingforsuspect off4 {Len 1.5}
METROPOLICE_IDLE_CLEAR_CR4 npc/metropolice/vo/(v50) on2 utlthatsuspect off1 {Len 1.5}

// Ask a question to squadmates
METROPOLICE_IDLE_QUEST_CR0 npc/metropolice/vo/(v50) on1 confirmadw off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR1 npc/metropolice/vo/(v50) on1 allunitsbol34sat V_G1_LOCATION_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR2 npc/metropolice/vo/(v50) on2 dispreportssuspectincursion V_G1_LOCATION_MAP__P V_G3_NUMBP off1 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR3 npc/metropolice/vo/(v50) on1 dispupdatingapb V_G2_SUSPECT_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsverdictcodeonsuspect V_G2_SUSPECT_MAP__P, isnow V_RNDACTP V_RNDNUMP V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR5 npc/overwatch/radiovoice/(v50) on3 preparetoinnoculate V_G1_LOCATION_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_IDLE_QUEST_CR6 npc/overwatch/radiovoice/(v50) on3 allunitsreturntocode12 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// Answer to a question asked
METROPOLICE_IDLE_ANSWER_CR0 npc/metropolice/vo/(v50) on1 copy off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR1 npc/metropolice/vo/(v50) on1 rodgerthat off4 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR2 npc/metropolice/vo/(v50) on2 ten4 off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR3 npc/metropolice/vo/(v50) on1 ten2 off3 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR4 npc/metropolice/vo/(v50) on2 ten97 off4 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR5 npc/metropolice/vo/(v50) on2 affirmative off1 {Len 1.5}
METROPOLICE_IDLE_ANSWER_CR6 npc/metropolice/vo/(v50) on1 affirmative2 off4 {Len 1.5}

//
// Preciminal harrasment (amplifying in nastiness)
//

// These are done in sequence as the player persistently pesters the cops

METROPOLICE_MOVE_ALONG_A0 npc/metropolice/vo/(v60) on1 movealong3 off1 {Len 1.5  closecaption NPC_MetroPolice.MoveAlong1}
METROPOLICE_MOVE_ALONG_A1 npc/metropolice/vo/(v60) on1 move off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1}
METROPOLICE_MOVE_ALONG_A2 npc/metropolice/vo/(v60) on1 keepmoving off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1}

METROPOLICE_MOVE_ALONG_B0 npc/metropolice/vo/(v70) on1 Isaidmovealong off1 {Len  1.5closecaption NPC_MetroPolice.MoveAlong2}
METROPOLICE_MOVE_ALONG_B1 npc/metropolice/vo/(v70) on2 youwantamalcomplianceverdict off3 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2}
//METROPOLICE_MOVE_ALONG_B2 npc/metropolice/vo/(v70) on1 moveaway off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2}

METROPOLICE_MOVE_ALONG_C0 npc/metropolice/vo/(v80) on2 level3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_MOVE_ALONG_C1 npc/metropolice/vo/(v80) on2 malcompliant10107my1020 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_MOVE_ALONG_C2 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_MOVE_ALONG_C3 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong}

// These also are done in sequence as the player persistently pesters the cops

METROPOLICE_BACK_UP_A0 npc/metropolice/vo/(v60) on1 backup off1 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1}
METROPOLICE_BACK_UP_A1 npc/metropolice/vo/(v60) on1 getoutofhere off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1}
METROPOLICE_BACK_UP_A2 npc/metropolice/vo/(v60) on2 firstwarningmove off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1}

METROPOLICE_BACK_UP_B0 npc/metropolice/vo/(v70) on1 movebackrightnow off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2}
METROPOLICE_BACK_UP_B1 npc/metropolice/vo/(v70) on1 secondwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2}
//METROPOLICE_BACK_UP_B2 npc/metropolice/vo/(v70) on2 moveawayenforcementarea off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2}

METROPOLICE_BACK_UP_C0 npc/metropolice/vo/(v80) on2 issuingmalcompliantcitation off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_BACK_UP_C1 npc/metropolice/vo/(v80) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_BACK_UP_C2 npc/metropolice/vo/(v80) on1 finalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_BACK_UP_C3 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
METROPOLICE_BACK_UP_C4 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
 
//
// Baton
//

// Take out my baton
METROPOLICE_ACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 issuingmalcompliantcitation off3 {Len 1.5}
METROPOLICE_ACTIVATE_BATON1 npc/metropolice/vo/(v100) on1 pacifying off4 {Len 1.5}
METROPOLICE_ACTIVATE_BATON2 npc/metropolice/vo/(v100) on1 off3 {Len 1.5}

// Put away my baton
METROPOLICE_DEACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 off3 {Len 1.5}

//
// I'm on fire! Yeouch!
//

METROPOLICE_ON_FIRE0 npc/metropolice/vo/(v100) on1 officerneedshelp V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain}
METROPOLICE_ON_FIRE1 npc/metropolice/vo/(v100) on1 help V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain}
METROPOLICE_ON_FIRE2 npc/metropolice/pain1 V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain}


//
// Misc
//

// My enemy is behind cover; I'm shooting out his cover
METROPOLICE_SHOOT_COVER0 npc/metropolice/vo/(v100) on1 breakhiscover off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_SHOOT_COVER1 npc/metropolice/vo/(v100) on1 destroythatcover off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_SHOOT_COVER2 npc/metropolice/vo/(v100) on1 firingtoexposetarget off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_SHOOT_COVER3 npc/metropolice/vo/(v100) on2 firetodislocateinterpose off1 {Len 1.5 closecaption NPC_Combine.Alert}

// I'm moving more than 20ft to get into a new shooting position
METROPOLICE_FLANK0 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP ismovingin off3 {Len 1.5}
METROPOLICE_FLANK1 npc/metropolice/vo/(v100) on1 covermegoingin off1 {Len 1.5}
METROPOLICE_FLANK2 npc/metropolice/vo/(v100) on2 V_MYNAMEP V_MYNUMP isclosingonsuspect off3 {Len 1.5}
METROPOLICE_FLANK3 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP converging off4 {Len 1.5}
METROPOLICE_FLANK4 npc/overwatch/radiovoice/(v100) on3 suspendnegotiations officerclosingonsuspect off2 {Len 1.5}
METROPOLICE_FLANK5 npc/overwatch/radiovoice/(v100) on3 officerclosingonsuspect off2 {Len 1.5}
METROPOLICE_FLANK6 npc/overwatch/radiovoice/(v100) on3 allunitsapplyforwardpressure off2 {Len 1.5}

// I heard something
METROPOLICE_HEARD_SOMETHING0 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP investigating10-103 off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_HEARD_SOMETHING1 npc/metropolice/vo/(v60) on2 Ihave10-30my10-20responding off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_HEARD_SOMETHING2 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP is415b off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_HEARD_SOMETHING3 npc/metropolice/vo/(v60) on2 V_MYNAMEP V_MYNUMP responding2 off4 {Len 1.5 closecaption NPC_Combine.Alert}

V_RNDCHARGEP0 capitalmalcompliance
V_RNDCHARGEP1 violationofcivictrust
V_RNDCHARGEP2 promotingcommunalunrest
V_RNDCHARGEP3 failuretocomply
V_RNDCHARGEP4 level5anticivilactivity
V_RNDCHARGEP5 destrutionofcpt
V_RNDCHARGEP6 devisivesociocidal
V_RNDCHARGEP7 incitingpopucide
V_RNDCHARGES8 inciting404

V_RNDJUDGEP0 immediateamputation
V_RNDJUDGEP1 terminalprosecution
V_RNDJUDGEP2 disassociationfromcivic


// The player is significantly hurt
METROPOLICE_PLAYERHIT0 npc/metropolice/vo/(v100) on1 wegotadbherecancel10-102 off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT1 npc/metropolice/vo/(v100) on2 suspectisbleeding off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT2 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT3 npc/metropolice/vo/(v100) on2 readytoamputate V_G2_SUSPECT_MAP__P off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT4 npc/metropolice/vo/(v100) on1 get11-44inboundcleaningup off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT5 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attentionyouhavebeenchargedwith V_RNDCHARGEP, preparetoreceiveverdict V_RNDJUDGEP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT6 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, prepareforfinalsentencing off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT7 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 youarechargedwithterminal, completesentencingatwill off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_PLAYERHIT8 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, youarejudgedguilty, allunitsdeliverterminalverdict off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

//
// Taking cover
//

// Taking cover because I have no ammo
METROPOLICE_COVER_NO_AMMO0 npc/metropolice/vo/(v100) on1 backmeupImout off1 {Len 1.5}
//METROPOLICE_COVER_NO_AMMO1 npc/metropolice/vo/(v100) on1 noverdictslefttakingcover off4

// Taking cover because I have low ammo
METROPOLICE_COVER_LOW_AMMO0 npc/metropolice/vo/(v100) on1 runninglowonverdicts off1 {Len 1.5}

// Taking cover because I have taken heavy damage recently

METROPOLICE_COVER_HEAVY_DAMAGE0 npc/metropolice/vo/(v80) on1 officerunderfiretakingcover off1 {Len 1.5}
METROPOLICE_COVER_HEAVY_DAMAGE1 npc/metropolice/vo/(v80) on1 officerneedsassistance off4 {Len 1.5}
METROPOLICE_COVER_HEAVY_DAMAGE2 npc/metropolice/vo/(v80) on1 takecover {Len 1.5}
METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v80 p110) on1 movingtocover {Len 1.5}
METROPOLICE_COVER_HEAVY_DAMAGE4 npc/metropolice/vo/(v80) on2 off1 {Len 1.5}
METROPOLICE_COVER_HEAVY_DAMAGE5 npc/metropolice/vo/(v80) on1 off3 {Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off4 {Len 1.5}

//
// Lost/refound enemy
//

// (UNDONE?) I lost my enemy under 10 seconds ago
METROPOLICE_LOST_SHORT0 npc/metropolice/vo/(v60) on1 V_G2_SUSPECT_MAP__P hidinglastseenatrange V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_SHORT1 npc/metropolice/vo/(v60) on2 sweepingforsuspect off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_SHORT2 npc/overwatch/radiovoice/(v50) on3 switchcomtotac3, reportplease off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// (UNDONE?) I lost my enemy over 10 seconds ago
METROPOLICE_LOST_LONG0 npc/metropolice/vo/(v60) on1 allunitsreportlocationsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_LONG1 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP nocontact off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_LONG2 npc/metropolice/vo/(v60) on2 cpweneedtoestablishaperimeterat V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_LONG3 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP utlsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_LONG4 npc/overwatch/radiovoice/(v60) on3 allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP, beginscanning10-0 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
METROPOLICE_LOST_LONG5 npc/overwatch/radiovoice/(v60) on3 switchtotac5reporttocp off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// (UNDONE?) Just found enemy after lost long
METROPOLICE_REFIND_ENEMY0 npc/metropolice/vo/(v100) on1 supsecthasmovednowto V_G1_LOCATION_MAP__P V_GRIDXP off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_REFIND_ENEMY1 npc/metropolice/vo/(v100) on1 thereheis off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_REFIND_ENEMY2 npc/metropolice/vo/(v100) on1 therehegoeshesat V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.Alert}

//
// Monster Alert - first contact and I'm the squad leader
//

METROPOLICE_MONST0 npc/metropolice/vo/(v100) on1 outbreak V_RNDNUMP V_RNDACTP off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST1 npc/metropolice/vo/(v100) on1 V_RNDACTP V_RNDNUMP off1 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_PLAYER0 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P matchonapblikeness off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER1 npc/metropolice/vo/(v100) on1 confirmpriority1sighted off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER2 npc/metropolice/vo/(v100) on2 allunitsrespondcode3, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER3 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P location V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER4 npc/metropolice/vo/(v100) on1 designatesuspectas V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER5 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER6 npc/metropolice/vo/(v100) on2 contactwith243suspect, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}


METROPOLICE_MONST_PLAYER_VEHICLE0 npc/metropolice/vo/(v100) on2 airwatchsubjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER_VEHICLE1 npc/metropolice/vo/(v100) on2 subjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER_VEHICLE2 npc/metropolice/vo/(v100) on2 subjectisnowhighspeed off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PLAYER_VEHICLE3 npc/metropolice/vo/(v100) on2 Ivegot408hereatlocation V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_BUGS0 npc/metropolice/vo/(v100) on1 bugs off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_BUGS1 npc/metropolice/vo/(v100) on1 bugsontheloose off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_BUGS2 npc/metropolice/vo/(v100) on2 outbreak V_RNDNUMP converging off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_BUGS3 npc/metropolice/vo/(v100) on1 outlandbioticinhere off4 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_CITIZENS0 npc/metropolice/vo/(v100) on1 noncitizen outbreak off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_CITIZENS1 npc/metropolice/vo/(v100) on2 shotsfiredhostilemalignants off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_CITIZENS2 npc/metropolice/vo/(v100) on1 possible404here V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_CHARACTER0 npc/metropolice/vo/(v100) on1 contactwithpriority2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_CHARACTER1 npc/metropolice/vo/(v100) on2 priority2anticitizenhere off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_CHARACTER2 npc/metropolice/vo/(v100) on1 gotoneaccomplicehere off4 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_ZOMBIES0 npc/metropolice/vo/(v100) on1 freenecrotics, converging V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_ZOMBIES1 npc/metropolice/vo/(v100) on1 necrotics malignant location V_G1_LOCATION_MAP__P V_G3_NUMBP off4 {Len 1.5 closecaption NPC_Combine.Alert}

METROPOLICE_MONST_PARASITES0 npc/metropolice/vo/(v100) on1 non-taggedviromeshere off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MONST_PARASITES1 npc/metropolice/vo/(v100) on1 looseparasitics off4 {Len 1.5 closecaption NPC_Combine.Alert} 

//
// I killed a monster - by type
//

METROPOLICE_KILL_MONST0 npc/metropolice/vo/(v100) on1 ten91dcountis V_SEQG0_NBRP off1 {Len 1.5}
METROPOLICE_KILL_MONST1 npc/metropolice/vo/(v100) on1 tag10-91d V_SEQG0_NBRP off1 {Len 1.5}
METROPOLICE_KILL_MONST2 npc/metropolice/vo/(v100) on2 sterilize V_SEQG0_NBRP off4 {Len 1.5}

METROPOLICE_KILL_BUGS0 npc/metropolice/vo/(v100) on1 tagonebug off1 {Len 1.5}
METROPOLICE_KILL_BUGS1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5}

METROPOLICE_KILL_PLAYER0 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5}
METROPOLICE_KILL_PLAYER1 npc/metropolice/vo/(v100) on2 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5}
METROPOLICE_KILL_PLAYER2 npc/metropolice/vo/(v100) on2 finalverdictadministered off3 {Len 1.5}
METROPOLICE_KILL_PLAYER3 npc/metropolice/vo/(v100) on2 protectioncomplete off3 {Len 1.5}
METROPOLICE_KILL_PLAYER4 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5}
METROPOLICE_KILL_PLAYER5 npc/metropolice/vo/(v100) on2 classifyasdbthisblockready off3 {Len 1.5}
METROPOLICE_KILL_PLAYER6 npc/overwatch/radiovoice/(v100) on3 rewardnotice off2 {Len 1.5}
METROPOLICE_KILL_PLAYER7 npc/overwatch/radiovoice/(v100) on3 allunitsreturntocode12 off2 {Len 1.5}
METROPOLICE_KILL_PLAYER8 npc/overwatch/radiovoice/(v100) on3 finalverdictadministered, allunitsbeginwhitnesssterilization off2 {Len 1.5}
METROPOLICE_KILL_PLAYER9 npc/overwatch/radiovoice/(v100) on3 sociostabilizationrestored off2 {Len 1.5}


METROPOLICE_KILL_CITIZENS0 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP sentencedelivered off4 {Len 1.5}
METROPOLICE_KILL_CITIZENS1 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP expired off4 {Len 1.5}
METROPOLICE_KILL_CITIZENS2 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP malignant off1 {Len 1.5}
METROPOLICE_KILL_CITIZENS3 npc/metropolice/vo/(v100) on2 noncitizen expired off1 {Len 1.5}

METROPOLICE_KILL_CHARACTER0 npc/metropolice/vo/(v100) on1 V_SEQG0_NBRP sentenced off1 {Len 1.5}
METROPOLICE_KILL_CHARACTER1 npc/metropolice/vo/(v100) on2 dbcountis V_SEQG0_NBRP off4 {Len 1.5}
METROPOLICE_KILL_CHARACTER2 npc/metropolice/vo/(v100) on1 suspend V_SEQG0_NBRP off1 {Len 1.5}

METROPOLICE_KILL_ZOMBIES0 npc/metropolice/vo/(v100) on1 tagonenecrotic off1 {Len 1.5}
METROPOLICE_KILL_ZOMBIES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off4 {Len 1.5}

METROPOLICE_KILL_PARASITES0 npc/metropolice/vo/(v100) on2 tagoneparasitic off1 {Len 1.5}
METROPOLICE_KILL_PARASITES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5}


//
// Manhack sounds
//

// Deploying a manhack
METROPOLICE_DEPLOY_MANHACK0 npc/metropolice/vo/(v90) on1 visceratordeployed off3 {Len 1.5}
METROPOLICE_DEPLOY_MANHACK1 npc/metropolice/vo/(v90) on1 tenzerovisceratorishunting off3 {Len 1.5} 
//METROPOLICE_DEPLOY_MANHACK2 npc/metropolice/vo/(v90) on1 allunitsvisceratorisactive off4 {Len 1.5}

// My manhack was killed
METROPOLICE_MANHACK_KILLED0 npc/metropolice/vo/(v80) on1 visceratorisoffgrid off3 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MANHACK_KILLED1 npc/metropolice/vo/(v80) on1 requestsecondaryviscerator off3 {Len 1.5 closecaption NPC_Combine.Alert}

//
// Squad sounds
//

// A squadmate died
METROPOLICE_MAN_DOWN0 npc/metropolice/vo/(v100) on1 wehavea10-108 off1 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MAN_DOWN1 npc/metropolice/vo/(v100) on1 V_WHODIEDP isdown off4 {Len 1.5 closecaption NPC_Combine.Alert}
METROPOLICE_MAN_DOWN2 npc/metropolice/vo/(v100) on1 V_WHODIEDP is10-108 off1 {Len 1.5 closecaption NPC_Combine.Alert}

// My last squadmate died; I'm all that's left!
METROPOLICE_LAST_OF_SQUAD0 npc/metropolice/vo/(v100) on1 officerdowncode3tomy10-20 off1 {Len 1.5 closecaption NPC_Combine.Last}
METROPOLICE_LAST_OF_SQUAD1 npc/metropolice/vo/(v100) on1 officerdownIam10-99 off4 {Len 1.5 closecaption NPC_Combine.Last}
METROPOLICE_LAST_OF_SQUAD2 npc/metropolice/vo/(v100) on1 cpisoverrunwehavenocontainment off3 {Len 1.5 closecaption NPC_Combine.Last}
METROPOLICE_LAST_OF_SQUAD3 npc/overwatch/radiovoice/(v100) on3 engagingteamisnoncohesive, reinforcementteamscode3 off2 {Len 1.5 closecaption NPC_Combine.Last}

//
// Danger sounds - by type
//
METROPOLICE_DANGER_GREN0 npc/metropolice/vo/(v100) on1 grenade {Len 1.5}
METROPOLICE_DANGER_GREN1 npc/metropolice/vo/(v100) on1 thatsagrenade {Len 1.5} 
METROPOLICE_DANGER_GREN2 npc/metropolice/vo/(v100) on1 getdown {Len 1.5}

METROPOLICE_DANGER_MANHACK0 npc/metropolice/vo/(v100) on1 lookoutrogueviscerator off4 {Len 1.5}
METROPOLICE_DANGER_MANHACK1 npc/metropolice/vo/(v100) on1 visceratorisoc off1 {Len 1.5}

METROPOLICE_DANGER_VEHICLE0 npc/metropolice/vo/(v100) on1 shit {Len 1.5}
METROPOLICE_DANGER_VEHICLE1 npc/metropolice/vo/(v100) on1 watchit {Len 1.5}
METROPOLICE_DANGER_VEHICLE2 npc/metropolice/vo/(v100) on1 lookout {Len 1.5}

METROPOLICE_DANGER0 npc/metropolice/vo/(v100) on1 moveit {Len 1.5}
METROPOLICE_DANGER1 npc/metropolice/vo/(v100) on1 lookout {Len 1.5}

//
// Func_tank behavior
//

// I'm moving to man a func_tank
METROPOLICE_FT_APPROACH0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 movingtohardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}

// I've just manned a func_tank
METROPOLICE_FT_MOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 inpositionathardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_FT_MOUNT1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP on2 isathardpointreadytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord}

// I'm manning a func_tank and am scanning for enemies
METROPOLICE_FT_SCAN0 npc/metropolice/vo/(v80) on1 hardpointscanning off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_FT_SCAN1 npc/metropolice/vo/(v80) on2 sweepingforsuspect off4 {Len 1.5 closecaption NPC_Combine.Coord}

// I've dismounted the func_tank
METROPOLICE_FT_DISMOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP dismountinghardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}


//
// Assault behavior
//

// I've hit my rally point, waiting to move out
METROPOLICE_AS_HIT_RALLY0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP inposition off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_HIT_RALLY1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP atcheckpoint off4 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_HIT_RALLY2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP on1 isreadytogo off1 {Len 1.5 closecaption NPC_Combine.Coord}

// I've hit my assault point, waiting to move out
METROPOLICE_AS_HIT_ASSAULT0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP readytojudge  off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_HIT_ASSAULT1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP inpositiononeready off4 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_HIT_ASSAULT2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP isgo off1 {Len 1.5 closecaption NPC_Combine.Coord}

// I'm squad leader, ordering squad to move to rally point
METROPOLICE_AS_ADV_RALLY0 npc/metropolice/vo/(v70) on1 proceedtocheckpoints off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_ADV_RALLY1 npc/metropolice/vo/(v70) on2 allunitscloseonsuspect off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_ADV_RALLY2 npc/metropolice/vo/(v70) on1 allunitsmovein off4 {Len 1.5 closecaption NPC_Combine.Coord}


// I'm squad leader, ordering squad to move to assault point
METROPOLICE_AS_ADV_ASSAULT0 npc/metropolice/vo/(v100) on1 teaminpositionadvance off3 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_ADV_ASSAULT1 npc/metropolice/vo/(v100) on2 ptgoagain off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_AS_ADV_ASSAULT2 npc/metropolice/vo/(v100) on1 assaultpointsecureadvance off4 {Len 1.5 closecaption NPC_Combine.Coord}
//
// Standoff behavior
//

// I'm squad leader telling squad to go into standoff
METROPOLICE_SO_BEGIN0 npc/metropolice/vo/(v100) on1 holdthisposition off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_SO_BEGIN1 npc/metropolice/vo/(v100) on2 lockyourposition off4 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_SO_BEGIN2 npc/metropolice/vo/(v100) on1 allunitsmaintainthiscp off4 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_SO_BEGIN3 npc/overwatch/radiovoice/(v100) on3 lockdownlocationsacrificecode V_RNDACTP V_RNDNUMP off2 {Len 1.5 closecaption NPC_Combine.Coord}

// I'm squad leader telling squad to end standoff
METROPOLICE_SO_END0 npc/metropolice/vo/(v100) on1 cpiscompromised off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_SO_END1 npc/metropolice/vo/(v100) on1 establishnewcp off1 {Len 1.5 closecaption NPC_Combine.Coord}

// I'm being forced to take cover
METROPOLICE_SO_FORCE_COVER0 npc/metropolice/vo/(v100) on1 officerunderfiretakingcover off4 {Len 1.5}
METROPOLICE_SO_FORCE_COVER1 npc/metropolice/vo/(v100) on2 movingtocover off4 {Len 1.5}
METROPOLICE_SO_FORCE_COVER2 npc/metropolice/vo/(v100) on1 takecover off1 {Len 1.5}

// I'm peeking over cover to see if I can see the enemy
METROPOLICE_SO_PEEK0 npc/metropolice/vo/(v100) on1 goingtotakealook off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_SO_PEEK1 npc/metropolice/vo/(v100) on1 acquiringonvisual off4 {Len 1.5 closecaption NPC_Combine.Coord}


//
// First arrest encounter speech
//

// First cop who finds you tells you to freeze
METROPOLICE_FREEZE0 npc/metropolice/vo/(v100) on1 holditrightthere off4 {Len 1.5}
METROPOLICE_FREEZE1 npc/metropolice/vo/(v100) on1 prepareforjudgement off4 {Len 1.5}

// First cop then tells his buddies to come over
METROPOLICE_OVER_HERE0 npc/metropolice/vo/(v80) on1 movetoarrestpositions off3 {Len 1.5}
METROPOLICE_OVER_HERE1 npc/metropolice/vo/(v80) on2 positiontocontain off4 {Len 1.5}
METROPOLICE_OVER_HERE2 npc/metropolice/vo/(v80) on1 preparefor1015 off1 {Len 1.5}

// First cop tells his buddies the player is fleeing if he does
METROPOLICE_HES_RUNNING0 npc/metropolice/vo/(v100) on1 hesrunning off1 {Len 1.5}
METROPOLICE_HES_RUNNING1 npc/metropolice/vo/(v100) on2 hesgone148 off4 {Len 1.5}

// Other squad cops signal when they get in position
METROPOLICE_ARREST_IN_POS0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP, inposition off1 {Len 1.5 closecaption NPC_Combine.Coord}
METROPOLICE_ARREST_IN_POS1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP, readytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord}

// First cop tells his buddies to fire once they are all in position 
METROPOLICE_TAKE_HIM_DOWN0 npc/overwatch/radiovoice/(v100) on3 allunitsdeliverterminalverdict off2 {Len 2.5 closecaption NPC_Combine.Coord} 
METROPOLICE_TAKE_HIM_DOWN1 npc/overwatch/radiovoice/(v100) on3 allunitsverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord}
METROPOLICE_TAKE_HIM_DOWN2 npc/overwatch/radiovoice/(v100) on3 suspectmalignantverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord}


// Cop is hit by physics object thrown by player (not with physcannon)

METROPOLICE_HIT_BY_PHYSOBJECT0 on1 preparingtojudge10-107 off1 {Len 1.5}
METROPOLICE_HIT_BY_PHYSOBJECT1 on1 movebackrightnow off1 {Len 1.5}
METROPOLICE_HIT_BY_PHYSOBJECT2 on1 holditrightthere off1 {Len 1.5}
METROPOLICE_HIT_BY_PHYSOBJECT3 on1 V_MYNAMEP V_MYNUMP hasmalcompliant off1 {Len 1.5}
METROPOLICE_HIT_BY_PHYSOBJECT4 on1 malcompliant10107my1020 off1 {Len 1.5}


//-----------------------------------------------------------------------------
// METROPOLICE ENDS HERE
//-----------------------------------------------------------------------------



// HEV Suit

// powerup

HEV_AAx hl1/fvox/bell

//HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day {Len 41.76}

//HEV_A0 hl1/fvox/bell, HEV_logon {Len 11.07}

//HEV_A1 hl1/fvox/blip blip(p130) powermove_on {Len 3.71}
//HEV_A2 hl1/fvox/blip blip powerarmor_on {Len 4.42}
//HEV_A3 hl1/fvox/blip blip(p130) atmospherics_on {Len 4.41}
//HEV_A4 hl1/fvox/blip blip vitalsigns_on boop, boop, boop {Len 5.28}
//HEV_A5 hl1/fvox/blip blip(p130) munitionview_on {Len 3.84}
//HEV_A6 hl1/fvox/blip blip communications_on {Len 3.59}
//HEV_A7 hl1/fvox/blip blip(p70) weaponselect_on {Len 3.97}
//HEV_A8 hl1/fvox/blip blip(p70) automedic_on {Len 3.77}
//HEV_A9 hl1/fvox/fuzz power_level_is onehundred percent {Len 4.14}
//HEV_A10 hl1/fvox/safe_day, bell {Len 3.66}

// medical
HEV_DEAD0 hl1/fvox/beep beep, beep beep, beep, beep, flatline {Len 6.29 closecaption HEV.Flatline}
HEV_DEAD1 hl1/fvox/beep beep, beep beep, beep, flatline {Len 5.82 closecaption HEV.Flatline}

HEV_MED0 hl1/fvox/(p140) boop, boop, boop, (p100) innsuficient_medical {Len 1.41 closecaption HEV.insufficient_medical}
HEV_MED1 hl1/fvox/(p140) boop, boop, boop, (p100) automedic_on {Len 4.92 closecaption HEV.automedic_on}
HEV_MED2 hl1/fvox/(p140) boop, boop, boop, (p100) administering_medical {Len 1.41 closecaption HEV.administering_medical}

HEV_HEAL0 hl1/fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot {Len 7.03 closecaption HEV.sterilized_morphine}
HEV_HEAL1 hl1/fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped {Len 7.03 closecaption HEV.torni_bleed}
HEV_HEAL2 hl1/fvox/(p140) boop, boop, boop, (p100) bleeding_stopped {Len 3.66 closecaption HEV.bleeding_stopped}
HEV_HEAL3 hl1/fvox/(p140) boop, boop, boop, (p100) blood_plasma {Len 4.02 closecaption HEV.blood_plasma}
HEV_HEAL4 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot {Len 4.38 closecaption HEV.antitoxin_shot}
HEV_HEAL5 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot {Len 4.17 closecaption HEV.antidote_shot}
HEV_HEAL6 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized {Len 4.16 closecaption HEV.wound_sterilized}
HEV_HEAL7 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot {Len 4.16 closecaption HEV.morphine_shot}
HEV_HEAL8 hl1/fvox/(p140) boop, boop, boop, (p100) medical_repaired {Len 4.17 closecaption HEV.medical_repaired}


HEV_DMG0 hl1/fvox/(p160) boop, boop, boop, (p100) minor_lacerations {Len 4.09 closecaption HEV.minor_lacerations}
HEV_DMG1 hl1/fvox/(p160) boop, boop, boop, (p100) major_lacerations {Len 4.19 closecaption HEV.major_lacerations}
HEV_DMG2 hl1/fvox/(p160) boop, boop, boop, (p100) internal_bleeding {Len 3.64 closecaption HEV.internal_bleeding}
HEV_DMG3 hl1/fvox/(p160) boop, boop, boop, (p100) blood_toxins {Len 5.04 closecaption HEV.blood_toxins}
HEV_DMG4 hl1/fvox/(p160) boop, boop, boop, (p100) minor_fracture {Len 3.67 closecaption HEV.minor_fracture}
HEV_DMG5 hl1/fvox/(p160) boop, boop, boop, (p100) major_fracture {Len 3.67 closecaption HEV.major_fracture}
HEV_DMG6 hl1/fvox/(p160) boop, boop, boop, (p100) blood_loss {Len 3.39 closecaption HEV.blood_loss}
HEV_DMG7 hl1/fvox/(p140) boop, boop, boop, (p100) seek_medic {Len 3.92 closecaption HEV.seek_medic}



HEV_HLTH0 hl1/fvox/(p120) beep, beep, (p100) health_dropping {Len 4.31 closecaption HEV.health_dropping}
HEV_HLTH1 hl1/fvox/(p120) beep, beep, (p100) health_dropping2 {Len 3.68 closecaption HEV.health_dropping2}
HEV_HLTH2 hl1/fvox/(p120) beep, beep, beep, (p100) health_critical {Len 4.32 closecaption HEV.health_critical}
HEV_HLTH3 hl1/fvox/(p120) beep, beep, beep, (p100) near_death {Len 4.77 closecaption HEV.near_death}
HEV_HLTH4 hl1/fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area {Len 5.93 closecaption HEV.health2_evac}
HEV_HLTH5 hl1/fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area {Len 6.52 closecaption HEV.health_crit_evac}
HEV_HLTH6 hl1/fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately {Len 8.22 closecaption HEV.near_death_evac}


HEV_SHOCK hl1/fvox/(p120) beep, beep, (p100) warning, shock_damage {Len 4.05 closecaption HEV.shock_damage}
HEV_FIRE hl1/fvox/(p120) beep, beep, (p100) warning, heat_damage {Len 4.77 closecaption HEV.heat_damage}

// items
HEV_AIM_ON hl1/fvox/blip targetting_system activated {Len 4.02 closecaption HEV.targetting_system_on}
HEV_AIM_OFF hl1/fvox/blip targetting_system deactivated {Len 4.27 closecaption HEV.targetting_system_off}
HEV_BATTERY hl1/fvox/blip get_battery acquired {Len 0.92}
HEV_MEDKIT hl1/fvox/blip get_medkit(v80) {Len 0.11}

HEV_PISTOL hl1/fvox/blip get_pistol acquired {Len 0.92}
HEV_SHOTGUN hl1/fvox/blip get_shotgun {Len 0.11}
HEV_GRENADE hl1/fvox/blip get_grenade acquired {Len 0.92}
HEV_ASSAULT hl1/fvox/blip get_assault acquired {Len 0.92}
HEV_44PISTOL hl1/fvox/blip get_44pistol acquired {Len 0.92}
HEV_RPG hl1/fvox/blip get_rpg acquired {Len 0.92}
HEV_SATCHEL hl1/fvox/blip get_satchel acquired {Len 0.92}
HEV_TRIPMINE hl1/fvox/blip get_tripmine acquired {Len 0.92}
HEV_HORNET hl1/fvox/blip get_alien_wpn {Len 0.11}
HEV_SQUEEK hl1/fvox/blip get_alien_wpn {Len 0.11}
HEV_EGON hl1/fvox/blip get_egon acquired {Len 0.92}
HEV_GAUSS hl1/fvox/blip get_gauss acquired {Len 0.92}
HEV_XBOW hl1/fvox/blip get_crossbow acquired {Len 0.92}

HEV_9MM hl1/fvox/blip get_9mmclip acquired {Len 0.92}
HEV_44AMMO hl1/fvox/blip get_44ammo acquired {Len 0.92}
HEV_BUCKSHOT hl1/fvox/blip get_buckshot acquired {Len 0.92}
HEV_BOLTS hl1/fvox/blip get_bolts acquired {Len 0.92}
HEV_RPGAMMO hl1/fvox/blip get_rpgammo acquired {Len 0.92}
HEV_AGRENADE hl1/fvox/blip get_assaultgren acquired {Len 0.92}
HEV_EGONPOWER hl1/fvox/blip get_egonpower acquired {Len 0.92}

// time

//HEV_C1t hl1/fvox/bell time_is_now one AM
//HEV_C13t hl1/fvox/bell time_is_now one PM

// power levels

HEV_D00 hl1/fvox/fuzz fuzz(p130), power_restored {Len 2.12 closecaption HEV.power_restored}
HEV_D01 hl1/fvox/fuzz fuzz(p80), hev_shutdown {Len 4.99 closecaption HEV.hev_shutdown}

HEV_0P hl1/fvox/fuzz fuzz, power_below five percent {Len 6.35}
HEV_1P hl1/fvox/fuzz fuzz, power_restored(e30), ten percent {Len 2.75}
HEV_2P hl1/fvox/fuzz fuzz, power_restored(e30), fifteen percent {Len 3.15}
HEV_3P hl1/fvox/fuzz fuzz, power_restored(e30), twenty percent {Len 2.99}
HEV_4P hl1/fvox/fuzz fuzz, power_restored(e30), twenty five percent {Len 3.87}
HEV_5P hl1/fvox/fuzz fuzz, power_restored(e30), thirty percent {Len 3.04}
HEV_6P hl1/fvox/fuzz fuzz, power_restored(e30), thirty five percent {Len 3.91}
HEV_7P hl1/fvox/fuzz fuzz, power_restored(e30), fourty percent {Len 3.07}
HEV_8P hl1/fvox/fuzz fuzz, power_restored(e30), fourty five percent {Len 3.95}
HEV_9P hl1/fvox/fuzz fuzz, power_restored(e30), fifty percent {Len 3.17}
HEV_10P hl1/fvox/fuzz fuzz, power_restored(e30), fifty five percent {Len 4.05}
HEV_11P hl1/fvox/fuzz fuzz, power_restored(e30), sixty percent {Len 3.16}
HEV_12P hl1/fvox/fuzz fuzz, power_restored(e30), sixty five percent {Len 4.04}
HEV_13P hl1/fvox/fuzz fuzz, power_restored(e30), seventy percent {Len 3.12}
HEV_14P hl1/fvox/fuzz fuzz, power_restored(e30), seventy five percent {Len 4.00}
HEV_15P hl1/fvox/fuzz fuzz, power_restored(e30), eighty percent {Len 2.88}
HEV_16P hl1/fvox/fuzz fuzz, power_restored(e30), eighty five percent {Len 3.76}
HEV_17P hl1/fvox/fuzz fuzz, power_restored(e30), ninety percent {Len 3.12}
HEV_18P hl1/fvox/fuzz fuzz, power_restored(e30), ninety five percent {Len 4.00}
HEV_19P hl1/fvox/fuzz fuzz, power_level_is onehundred percent {Len 4.62}

// weapon/ammo

HEV_AMO0 hl1/fvox/blip ammo_depleted {Len 2.16 closecaption HEV.ammo_depleted}

// suit

HEV_V0 hl1/fvox/blip, voice_on {Len 3.17}
HEV_V1 hl1/fvox/blip, voice_off {Len 3.06}


HEV_E0 hl1/fvox/buzz buzz, armor_gone {Len 2.95 closecaption HEV.armor_gone}
HEV_E1 hl1/fvox/buzz, armor_gone {Len 2.62 closecaption HEV.armor_gone}
HEV_E2 hl1/fvox/buzz, hev_critical_fail {Len 4.75 closecaption HEV.hev_critical_fail}
HEV_E3 hl1/fvox/buzz, hev_general_fail {Len 3.22 closecaption HEV.hev_general_fail}
HEV_E4 hl1/fvox/buzz, hev_damage {Len 3.53 closecaption HEV.hev_damage}
HEV_E5 hl1/fvox/buzz, powermove_overload {Len 4.98 closecaption HEV.powermove_overload}

// time remaining countdown

//HEV_F10t hl1/fvox/bell time_remaining ten seconds
//HEV_F15t hl1/fvox/bell time_remaining fifteen seconds
//HEV_F20t hl1/fvox/bell time_remaining twenty seconds
//HEV_F30t hl1/fvox/bell time_remaining thirty seconds

// detections

HEV_DET0 hl1/fvox/blip blip blip, biohazard_detected {Len 3.67 closecaption HEV.biohazard_detected}
HEV_DET1 hl1/fvox/blip blip blip, chemical_detected {Len 4.33 closecaption HEV.chemical_detected}
HEV_DET2 hl1/fvox/blip blip blip, radiation_detected {Len 5.08 closecaption HEV.radiation_detected}
HEV_DET3 hl1/fvox/blip blip blip, bio_reading {Len 2.93 closecaption HEV.bio_reading}
HEV_DET4 hl1/fvox/blip blip blip, antitoxin_shot(e50), onehundred percent {Len 3.67 closecaption HEV.biohazard_detected}
HEV_DET5 hl1/fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent {Len 5.37 closecaption HEV.radiation_detected}

//HEV_GR0r hl1/fvox/range twenty meters(t60)
//HEV_GR1r hl1/fvox/range nineteen meters
//HEV_GR2r hl1/fvox/range eighteen meters

