;------------------------------------------------------------------------------- ; Mod: TrickSR ; Base: "S.T.A.L.K.E.R`s sound remake" by Монгол & MulleR ;------------------------------------------------------------------------------- ;sounds (name of the sound, volume (0.0 - 1.0), delay (sec)) #include "sound_layers\barrel_explosion_snd.ltx" #include "sound_layers\w_explo_snd.ltx" #include "sound_layers\w_frage_grenade_snd.ltx" [base_sounds] snd_close = weapons\generic_close snd_bore = $no_sound snd_bore1 = $no_sound [wpn_binoc_sounds]:base_sounds snd_draw = weapons\bino_draw snd_holster = weapons\bino_holster snd_gyro = weapons\binoculars_gyro snd_zoomin = weapons\binoculars_zoomin snd_zoomout = weapons\binoculars_zoomout snd_shoot = $no_sound ;weapons\pistol_empty snd_empty = $no_sound ;weapons\pistol_empty snd_reload = $no_sound ;weapons\pm_reload, 0.8 found_snd = detectors\DA-2_beep1 catch_snd = detectors\DA-2_beep1 [grenade_f1_sounds]:base_sounds snd_explode = grenade_f1_snd_explode snd_checkout = weapons\generic_checkout, 1.0, 0.4 [grenade_gd-05_sounds]:base_sounds snd_explode = weapons\explo\grenade_gd05 snd_checkout = weapons\generic_checkout, 1.0, 0.4 [grenade_rgd5_sounds]:base_sounds snd_explode = grenade_rgd5_snd_explode snd_checkout = weapons\rgd5\generic_checkout [wpn_knife_sounds]:base_sounds snd_draw = $no_sound ;weapons\bino_draw, 0.5 ;weapons\walther_draw snd_holster = $no_sound ;weapons\bino_holster, 0.5 snd_shoot = weapons\knife_1 snd_shoot1 = weapons\knife_2 snd_shoot2 = weapons\knife_3 snd_empty = $no_sound ;weapons\pistol_empty snd_reload = $no_sound ;weapons\pm_reload, 0.8 snd_bore = $no_sound [wpn_axe_sounds]:base_sounds snd_draw = weapons\axe\draw snd_holster = weapons\axe\holster snd_shoot = weapons\axe\knife_1 snd_shoot1 = weapons\axe\knife_2 snd_shoot2 = weapons\axe\knife_3 snd_empty = $no_sound snd_reload = $no_sound snd_bore = $no_sound [wpn_rg-6_sounds]:base_sounds snd_draw = weapons\rg6\rg6_draw snd_holster = weapons\generic_holster snd_shoot = weapons\rg6\rg6_shoot snd_empty = weapons\rg6\rg6_empty snd_reload = weapons\rg6\rg6_reload snd_shoot_duplet = weapons\n_toz34_shot snd_open_weapon = weapons\rg6\rg6_reload_start snd_add_cartridge = weapons\rg6\rg6_reload snd_close_weapon = weapons\rg6\rg6_reload_end [wpn_rpg7_sounds]:base_sounds snd_draw = weapons\rpg7\rpg7_draw snd_holster = weapons\shotgun_holster snd_shoot = weapons\rpg7\rpg7_shoot snd_empty = weapons\rpg7\rpg7_empty snd_reload = weapons\rpg7\rpg7_reload snd_explode = wpn_fake_og-7b_explode snd_fly_sound = weapons\rocket_fly [mounted_weapon_sounds]:base_sounds snd_shoot = weapons\weapon_btr [stationary_mgun_sounds]:base_sounds snd_shoot = weapons\weapon_btr ;-------------------------------------- [wpn_abakan_snd_shoot] snd_1_layer = weapons\abakan\abakan_shoot snd_1_layer1 = weapons\abakan\abakan_shoot1 snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_abakan_sounds]:base_sounds snd_draw = weapons\abakan\abakan_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_abakan_snd_shoot snd_empty = weapons\abakan\abakan_empty, 0.7 snd_reload = weapons\abakan\abakan_reload snd_reload_empty = weapons\abakan\abakan_reload_empty snd_shoot_grenade = weapons\gp30\GP30_grenshoot snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8 snd_switch = $no_sound snd_silncer_shot = weapons\abakan\abakan_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_aek971_snd_shoot] snd_1_layer = weapons\aek971\aek971_shoot snd_1_layer1 = weapons\aek971\aek971_shoot1 snd_1_layer2 = weapons\aek971\aek971_shoot2 snd_1_layer3 = weapons\aek971\aek971_shoot3 snd_1_layer4 = weapons\aek971\aek971_shoot4 snd_1_layer5 = weapons\aek971\aek971_shoot5 snd_2_layer = weapons\_distance_shooting_mid\scar_distant snd_3_layer = weapons\_distance_shooting_far\scar_distant [wpn_aek971_sounds]:base_sounds snd_draw = weapons\ak\ak_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_aek971_snd_shoot snd_silncer_shot = weapons\ak74\ak74_shot_sil snd_reload = weapons\aek971\aek971_reload snd_shoot_grenade = weapons\gp30\GP30_grenshoot snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8 snd_switch = $no_sound snd_bore = $no_sound snd_empty = weapons\ak_empty, 0.7 ;-------------------------------------- [wpn_ak_sounds]:base_sounds snd_draw = weapons\ak\ak_draw snd_holster = weapons\rifle_holster snd_shoot = weapons\ak\ak_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\ak\ak_reload snd_shoot_grenade = weapons\gp30\GP30_grenshoot snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8 snd_switch = $no_sound snd_switch_mode = weapons\generic\switch_mode snd_silncer_shot = weapons\ak\ak_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_ak12_snd_shoot] snd_1_layer = weapons\akm\akm_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_ak12_sounds]:base_sounds snd_draw = weapons\ak\ak_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_ak12_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\ak12\ak12_reload snd_shoot_grenade = weapons\gp30\GP30_grenshoot snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8 snd_switch = $no_sound snd_silncer_shot = weapons\ak\ak_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_akm_snd_shoot] snd_1_layer = weapons\akm\akm_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_akm_sounds]:wpn_ak_sounds snd_shoot = wpn_akm_snd_shoot snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_reload = weapons\akm\akm_reload snd_reload_empty = weapons\akm\akm_reload_empty snd_switch_mode = weapons\generic\switch_mode snd_reload_misfire = weapons\akm\akm_unjam snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ak74_snd_shoot] snd_1_layer = weapons\ak74\ak74_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_ak74_sounds]:wpn_ak_sounds snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_shoot = wpn_ak74_snd_shoot snd_reload = weapons\ak74\ak74_reload snd_reload_empty = weapons\ak74\ak74_reload_empty snd_switch_mode = weapons\generic\switch_mode snd_reload_misfire = weapons\ak74\ak74_unjam snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch_mode = weapons\generic\switch_mode snd_switch = weapons\ak74\ak74_switch snd_silncer_shot = weapons\ak74\ak74_shot_sil [wpn_aks74_sounds]:wpn_ak_sounds snd_shoot = wpn_ak74_snd_shoot snd_reload = weapons\ak74\ak74_reload snd_reload_empty = weapons\ak74\ak74_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_switch_mode = weapons\generic\switch_mode snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch = weapons\ak74\ak74_switch snd_switch_mode = weapons\generic\switch_mode snd_silncer_shot = weapons\ak74\ak74_shot_sil snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster [wpn_ak74m_sounds]:wpn_aks74_sounds snd_reload = weapons\ak74m\ak74m_reload snd_reload_empty = weapons\ak74m\ak74m_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_switch_mode = weapons\generic\switch_mode snd_reload_w_gl = weapons\ak74m\ak74m_reload snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch = $no_sound snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_aks74u_snd_shoot] snd_1_layer = weapons\aks74u\aks74u_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_aks74u_sounds]:wpn_ak74_sounds snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_shoot = wpn_aks74u_snd_shoot snd_reload = weapons\ak74\ak74_reload snd_switch_mode = weapons\generic\switch_mode snd_reload_empty = weapons\ak74\ak74_reload_empty snd_reload_empty = weapons\ak74\ak74_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_switch_mode = weapons\generic\switch_mode [wpn_aks74u_snag_sounds]:wpn_aks74u_sounds snd_reload = weapons\ak74\ak74_reload snd_reload_empty = weapons\ak74\ak74_reload_empty snd_switch_mode = weapons\generic\switch_mode snd_draw = weapons\ak\ak_draw snd_holster = weapons\rifle_holster snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_reload_empty = weapons\ak74\ak74_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ak101_snd_shoot] snd_1_layer = weapons\ak101\ak101_shoot snd_1_layer1 = weapons\ak101\ak101_shoot1 snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_ak101_sounds]:wpn_aks74_sounds snd_shoot = wpn_ak101_snd_shoot snd_reload = weapons\ak74m\ak74m_reload snd_reload_empty = weapons\ak74m\ak74m_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_reload_w_gl = weapons\ak74m\ak74m_reload snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch_mode = weapons\generic\switch_mode snd_switch = $no_sound snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster snd_silncer_shot = weapons\ak101\ak101_shot_sil [wpn_ak102_sounds]:wpn_ak101_sounds snd_reload = weapons\ak102\ak102_reload snd_reload_empty = weapons\ak102\ak102_reload_empty snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ak103_snd_shoot] snd_1_layer = weapons\ak103\ak103_shoot snd_1_layer1 = weapons\ak103\ak103_shoot1 snd_1_layer2 = weapons\ak103\ak103_shoot2 snd_1_layer3 = weapons\ak103\ak103_shoot3 snd_1_layer4 = weapons\ak103\ak103_shoot4 snd_1_layer5 = weapons\ak103\ak103_shoot5 snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_ak103_sounds]:wpn_ak_sounds snd_shoot = wpn_ak103_snd_shoot snd_reload = weapons\ak74m\ak74m_reload snd_reload_empty = weapons\ak74m\ak74m_reload_empty snd_reload_misfire = weapons\ak74\ak74_unjam snd_reload_w_gl = weapons\ak74m\ak74m_reload snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0 snd_switch_mode = weapons\generic\switch_mode snd_switch = $no_sound snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_holster [wpn_ak104_sounds]:wpn_ak103_sounds snd_reload = weapons\ak102\ak102_reload snd_reload_empty = weapons\ak102\ak102_reload_empty snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ak105_snd_shoot] snd_1_layer = weapons\ak105\ak105_shoot snd_1_layer1 = weapons\ak105\ak105_shoot1 snd_1_layer2 = weapons\ak105\ak105_shoot2 snd_1_layer3 = weapons\ak105\ak105_shoot3 snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_ak105_sounds]:wpn_ak_sounds snd_reload = weapons\ak105\ak105_reload snd_shoot = wpn_ak105_snd_shoot snd_silncer_shot = weapons\ak74\ak74_shot_sil snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_galil_snd_shoot] snd_1_layer = weapons\galil\galil_shoot snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_galil_sounds]:wpn_ak_sounds snd_reload = weapons\galil\galil_reload snd_shoot = wpn_galil_snd_shoot snd_silncer_shot = weapons\galil\galil_shot_sil [wpn_ace21_sounds]:wpn_galil_sounds snd_reload = weapons\ace21\ace21_reload snd_silncer_shot = weapons\galil\galil_ace_shot_sil ;-------------------------------------- [wpn_aug_snd_shoot] snd_1_layer = weapons\aug\aug_shoot snd_1_layer1 = weapons\aug\aug_shoot1 snd_1_layer2 = weapons\aug\aug_shoot2 snd_1_layer3 = weapons\aug\aug_shoot3 snd_1_layer4 = weapons\aug\aug_shoot4 snd_1_layer5 = weapons\aug\aug_shoot5 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_aug_sounds]:base_sounds snd_draw = weapons\generic_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_aug_snd_shoot snd_empty = weapons\aug\aug_empty, 0.7 snd_reload = weapons\aug\aug_reload snd_silncer_shot = weapons\aug\aug_shot_sil snd_bore = $no_sound [wpn_aug_a3_sounds]:wpn_aug_sounds snd_draw = weapons\aug\aug_a3_draw snd_reload = weapons\aug\aug_a3_reload snd_shoot_grenade = weapons\aug\aug_a3_shoot_grenade snd_reload_grenade = weapons\aug\aug_a3_reload_grenade snd_switch = weapons\aug\aug_a3_switch, 1.0, 0.5 ;-------------------------------------- [wpn_l96_snd_shoot] snd_1_layer = weapons\l96a1\l96a1_shoot snd_2_layer = weapons\l96a1\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_l96_snd_silncer_shot] snd_1_layer = weapons\l96a1\l96a1_shot_sil snd_2_layer = weapons\l96a1\bolt [wpn_l96a1_sounds]:base_sounds snd_draw = weapons\generic_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_l96_snd_shoot snd_empty = weapons\generic_empty, 0.7 snd_reload = weapons\l96a1\l96a1_reload snd_silncer_shot = wpn_l96_snd_silncer_shot snd_bore = $no_sound [wpn_l96m_snd_shoot] snd_1_layer = weapons\l96a1\l96a1m_shoot snd_2_layer = weapons\l96a1\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_l96a1m_sounds]:base_sounds snd_shoot = wpn_l96m_snd_shoot ;-------------------------------------- [wpn_rpd_snd_shoot] snd_1_layer = weapons\rpd\rpd_shoot snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_rpd_sounds]:base_sounds snd_draw = weapons\generic_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_rpd_snd_shoot snd_empty = weapons\ak_empty, 0.5 snd_reload = weapons\rpd\rpd_reload, 0.7 snd_silncer_shot = weapons\$no_sound snd_bore = $no_sound ;-------------------------------------- [wpn_rpk74_snd_shoot] snd_1_layer = weapons\rpk74\rpk74_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_rpk74_sounds]:wpn_ak_sounds snd_reload = weapons\rpk74\rpk74_reload snd_reload_empty = weapons\rpk74\rpk74_reload_empty snd_reload_misfire = weapons\rpk74\rpk74_unjam snd_switch_mode = weapons\generic\switch_mode snd_draw = weapons\rpk74\rpk74_draw snd_holster = weapons\generic\rifle_holster snd_shoot = wpn_rpk74_snd_shoot snd_empty = weapons\generic\rifle_historic_empty, 0.5 snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8 snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = weapons\generic\eastern_bore, 0.7 snd_silncer_shot = weapons\rpk74\rpk74_shot_sil ;-------------------------------------- [wpn_rpk_snd_shoot] snd_1_layer = weapons\rpk\rpk_shoot snd_1_layer1 = weapons\rpk\rpk_shoot1 snd_1_layer2 = weapons\rpk\rpk_shoot2 snd_1_layer3 = weapons\rpk\rpk_shoot3 snd_1_layer4 = weapons\rpk\rpk_shoot4 snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_rpk_sounds]:wpn_rpk74_sounds snd_shoot = wpn_rpk_snd_shoot snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ppsh41_snd_shoot] snd_1_layer = weapons\ppsh41\ppsh41_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_ppsh41_sounds]:base_sounds snd_draw = weapons\generic\rifle_historic_draw snd_holster = weapons\ppsh41\ppsh41_holster snd_shoot = wpn_ppsh41_snd_shoot snd_silncer_shot = weapons\silencers\silencer_9x19 snd_empty = weapons\generic\rifle_historic_empty, 0.5 snd_reload = weapons\ppsh41\ppsh41_reload snd_reload_empty = weapons\ppsh41\ppsh41_reload_empty ssnd_switch_mode = weapons\generic\switch_mode snd_bore = weapons\draw_silent snd_bore1 = weapons\draw_silent ;-------------------------------------- [wpn_beretta_snd_shoot] snd_1_layer = weapons\beretta\beretta_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_beretta_sounds]:base_sounds snd_draw = weapons\beretta\beretta_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_beretta_snd_shoot snd_empty = weapons\beretta\beretta_empty snd_reload = weapons\beretta\beretta_reload snd_reload_empty = weapons\beretta\beretta_reload_empty snd_close = weapons\beretta\beretta_close snd_silncer_shot = weapons\beretta\beretta_shot_sil ;-------------------------------------- [wpn_cz75_snd_shoot] snd_1_layer = weapons\cz75\cz75_shoot snd_1_layer1 = weapons\cz75\cz75_shoot1 snd_1_layer2 = weapons\cz75\cz75_shoot2 snd_1_layer3 = weapons\cz75\cz75_shoot3 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_cz75_sounds]:wpn_beretta_sounds snd_shoot = wpn_cz75_snd_shoot snd_reload = weapons\cz75\cz75_reload snd_reload_empty = weapons\cz75\cz75_reload_empty [wpn_cz75_auto_sounds]:wpn_cz75_sounds snd_reload = weapons\cz75\cz75_auto_reload snd_reload_empty = weapons\cz75\cz75_auto_reload ;-------------------------------------- [wpn_cz52_snd_shoot] snd_1_layer = weapons\cz52\cz52_fire snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_cz52_sounds]:wpn_beretta_sounds snd_shoot = wpn_cz52_snd_shoot snd_draw = weapons\cz52\cz52_draw snd_empty = weapons\cz52\cz52_empty snd_reload = weapons\cz52\cz52_reload snd_reload_empty = weapons\cz52\cz52_reload_empty snd_reload_misfire = weapons\cz52\cz52_unjam snd_reload_grenade = weapons\gen_grenload snd_shoot_grenade = weapons\gen_grenshoot snd_switch = weapons\groza_switch ;-------------------------------------- [wpn_bm16_snd_shoot] snd_1_layer = weapons\bm16\bm16_shoot snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_bm16_sounds]:base_sounds snd_draw = weapons\bm16\bm16_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_bm16_snd_shoot snd_empty = weapons\bm16\bm16_empty snd_shoot_duplet = wpn_bm16_snd_shoot snd_shoot_1 = wpn_bm16_snd_shoot snd_reload_1 = weapons\bm16\bm16_reload_l_shorty snd_reload_misfire = weapons\bm16\bm16_unjam_shorty snd_reload = weapons\bm16\bm16_reload_lr_shorty [wpn_bm16full_snd_shoot] snd_1_layer = weapons\bm16\bm16full_shoot snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_bm16full_sounds]:wpn_bm16_sounds snd_shoot = wpn_bm16full_snd_shoot snd_shoot_duplet = wpn_bm16full_snd_shoot snd_shoot_1 = wpn_bm16full_snd_shoot snd_reload = weapons\bm16\bm16_reload_lr snd_reload_1 = weapons\bm16\bm16_reload_l snd_reload_misfire = weapons\bm16\bm16_unjam ;-------------------------------------- [wpn_colt1911_snd_shoot] snd_1_layer = weapons\colt\colt_shoot snd_1_layer1 = weapons\colt\colt_shoot1 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_colt1911_sounds]:base_sounds snd_draw = weapons\colt\colt_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_colt1911_snd_shoot snd_empty = weapons\colt\colt_empty snd_reload = weapons\colt\colt_reload snd_reload_empty = weapons\colt\colt_reload_empty snd_close = weapons\colt\colt_close snd_silncer_shot = weapons\colt\colt_shot_sil [wpn_kimber_sounds]:wpn_colt1911_sounds snd_reload = weapons\colt\kimber_reload snd_reload_empty = weapons\colt\kimber_reload_empty ;-------------------------------------- [wpn_desert_eagle_snd_shoot] snd_1_layer = weapons\de\de_shoot snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_desert_eagle_sounds]:base_sounds snd_draw = weapons\de\de_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_desert_eagle_snd_shoot snd_empty = weapons\de\de_empty snd_reload = weapons\de\de_reload snd_reload_empty = weapons\de\de_reload_empty snd_close = weapons\de\de_close snd_silncer_shot = weapons\de\de_shot_sil ;-------------------------------------- [wpn_mp412_snd_shoot] snd_1_layer = weapons\mp412\mp412_shoot snd_1_layer1 = weapons\mp412\mp412_shoot1 snd_1_layer2 = weapons\mp412\mp412_shoot2 snd_1_layer3 = weapons\mp412\mp412_shoot3 snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_mp412_sounds]:wpn_desert_eagle_sounds snd_shoot = wpn_mp412_snd_shoot snd_reload = weapons\mp412\mp412_reload snd_reload_empty = weapons\mp412\mp412_reload ;-------------------------------------- [wpn_fn2000_snd_shoot] snd_1_layer = weapons\fn2000\fn2000_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_fn2000_sounds]:base_sounds snd_draw = weapons\fn2000\fn2000_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_fn2000_snd_shoot snd_empty = weapons\fn2000\fn2000_empty, 0.8 snd_reload = weapons\fn2000\fn2000_reload snd_silncer_shot = weapons\fn2000\fn2000_shot_sil ;-------------------------------------- [wpn_fn57_snd_shoot] snd_1_layer = weapons\fn57\fn57_shoot snd_1_layer1 = weapons\fn57\fn57_shoot1 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_fn57_sounds]:base_sounds snd_draw = weapons\fn57\fn57_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_fn57_snd_shoot snd_empty = weapons\hpsa\hpsa_empty snd_reload = weapons\glock\glock_reload snd_reload_empty = weapons\glock\glock_reload_empty snd_close = weapons\hpsa\hpsa_close snd_silncer_shot = weapons\fn57\fn57_shot_sil ;-------------------------------------- [wpn_fort_snd_shoot] snd_1_layer = weapons\fort\fort_shoot snd_1_layer1 = weapons\fort\fort_shoot1 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_fort_sounds]:base_sounds snd_shoot = wpn_fort_snd_shoot snd_empty = weapons\fort\fort_empty snd_close = weapons\fort\fort_close snd_silncer_shot = weapons\fort\fort_shot_sil snd_reload = weapons\grach\grach_reload snd_reload_empty = weapons\grach\grach_reload_empty snd_reload_misfire = weapons\tt33\tt33_unjam snd_draw = weapons\generic\pistol_draw snd_holster = weapons\generic\pistol_holster ;-------------------------------------- [wpn_glock_snd_shoot] snd_1_layer = weapons\glock\glock_shoot snd_1_layer1 = weapons\glock\glock_shoot1 snd_1_layer2 = weapons\glock\glock_shoot2 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_glock_sounds]:base_sounds snd_draw = weapons\walther\walther_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_glock_snd_shoot snd_empty = weapons\walther\walther_empty snd_reload = weapons\glock\glock_reload snd_reload_empty = weapons\glock\glock_reload_empty snd_close = weapons\walther\walther_close snd_silncer_shot = weapons\glock\glock_shot_sil ;-------------------------------------- [wpn_gsh18_snd_shoot] snd_1_layer = weapons\gsh18\gsh18_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_gsh18_sounds]:base_sounds snd_draw = weapons\walther\walther_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_gsh18_snd_shoot snd_empty = weapons\walther\walther_empty, 0.8 snd_reload = weapons\walther\walther_reload snd_reload_empty = weapons\walther\walther_reload_empty snd_silncer_shot = weapons\walther\walther_shot_sil ;-------------------------------------- [wpn_g3_snd_shoot] snd_1_layer = weapons\g3\g3_shoot snd_1_layer1 = weapons\g3\g3_shoot1 snd_1_layer2 = weapons\g3\g3_shoot2 snd_1_layer3 = weapons\g3\g3_shoot3 snd_1_layer4 = weapons\g3\g3_shoot4 snd_1_layer5 = weapons\g3\g3_shoot5 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_g3_sounds]:base_sounds snd_draw = weapons\mp5\mp5_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_g3_snd_shoot snd_empty = weapons\mp5\mp5_empty snd_reload = weapons\g3\g3_reload snd_silncer_shot = weapons\g3\g3_shot_sil snd_bore = $no_sound [wpn_g3sg1_sounds]:wpn_g3_sounds ;snd_reload = weapons\g3\g3sg1_reload ;-------------------------------------- [wpn_g36_snd_shoot] snd_1_layer = weapons\g36\g36_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_g36_sounds]:base_sounds snd_draw = weapons\g36\g36_draw snd_holster = weapons\g36\g36_holster snd_shoot = wpn_g36_snd_shoot snd_empty = weapons\g36\g36_empty, 0.8 snd_reload = weapons\g36\g36_reload snd_reload_empty = weapons\g36\g36_reload_empty snd_silncer_shot = weapons\g36\g36_shot_sil snd_shoot_grenade = weapons\ag36\ag36_grenshoot snd_reload_grenade = weapons\ag36\ag36_grenload, snd_switch = weapons\ag36\ag36_switch, snd_bore = $no_sound ;-------------------------------------- [wpn_g36c_snd_shoot] snd_1_layer = weapons\g36c\g36c_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_g36c_sounds]:base_sounds snd_draw = weapons\g36c\g36c_draw snd_holster = weapons\g36c\g36c_holster snd_shoot = wpn_g36c_snd_shoot snd_empty = weapons\g36c\g36c_empty, 0.8 snd_reload = weapons\g36c\g36c_reload snd_silncer_shot = weapons\g36c\g36c_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_g36k_snd_shoot] snd_1_layer = weapons\g36k\g36k_shoot snd_1_layer1 = weapons\g36k\g36k_shoot1 snd_1_layer2 = weapons\g36k\g36k_shoot2 snd_1_layer3 = weapons\g36k\g36k_shoot3 snd_1_layer4 = weapons\g36k\g36k_shoot4 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_g36k_sounds]:base_sounds snd_draw = weapons\ak\ak_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_g36k_snd_shoot snd_reload = weapons\g36k\g36k_reload snd_silncer_shot = weapons\g36k\g36k_shot_sil snd_empty = weapons\g36c\g36c_empty snd_bore = $no_sound ;-------------------------------------- [wpn_gauss_snd_shoot] snd_1_layer = weapons\gauss\gauss_shot snd_2_layer = weapons\gauss\gauss_wave snd_3_layer = weapons\_distance_shooting_mid\gauss_distant snd_4_layer = weapons\_distance_shooting_far\gauss_distant [wpn_gauss_sounds]:base_sounds snd_draw = weapons\gauss\gauss_draw snd_holster = weapons\gauss\gauss_holster snd_shoot = wpn_gauss_snd_shoot snd_empty = weapons\gauss\gauss_empty snd_reload = weapons\gauss\gauss_reload snd_bore = weapons\mp5_bore ;-------------------------------------- [wpn_groza_snd_shoot] snd_1_layer = weapons\groza\groza_shoot snd_1_layer1 = weapons\groza\groza_shoot1 snd_1_layer2 = weapons\groza\groza_shoot2 snd_1_layer3 = weapons\groza\groza_shoot3 snd_1_layer4 = weapons\groza\groza_shoot4 snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_groza_sounds]:base_sounds snd_draw = weapons\groza\groza_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_groza_snd_shoot snd_empty = weapons\ak_empty snd_reload = weapons\groza\groza_reload snd_reload_empty = weapons\groza\groza_reload_empty snd_shoot_grenade = weapons\GP30\GP30_grenshoot snd_reload_grenade = weapons\groza\groza_grenload snd_switch = weapons\groza\groza_switch snd_bore = weapons\draw_silent snd_silncer_shot = weapons\groza\groza_shot_sil ;-------------------------------------- [wpn_hpsa_snd_shoot] snd_1_layer = weapons\hpsa\hpsa_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_hpsa_sounds]:base_sounds snd_draw = weapons\hpsa\hpsa_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_hpsa_snd_shoot snd_empty = weapons\hpsa\hpsa_empty snd_reload = weapons\hpsa\hpsa_reload snd_reload_empty = weapons\hpsa\hpsa_reload_empty snd_close = weapons\hpsa\hpsa_close snd_silncer_shot = weapons\hpsa\hpsa_shot_sil ;-------------------------------------- [wpn_kiparis_snd_shoot] snd_1_layer = weapons\kiparis\kiparis_shoot snd_1_layer1 = weapons\kiparis\kiparis_shoot1 snd_1_layer2 = weapons\kiparis\kiparis_shoot2 snd_1_layer3 = weapons\kiparis\kiparis_shoot3 snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_kiparis_sounds]:base_sounds snd_draw = weapons\kiparis\kiparis_draw snd_holster = weapons\kiparis\kiparis_holster snd_silncer_shot = weapons\silencers\silencer_9x18 snd_shoot = wpn_kiparis_snd_shoot snd_empty = weapons\mp5\mp5_empty snd_reload = weapons\kiparis\kiparis_reload snd_reload_empty = weapons\kiparis\kiparis_reload_empty snd_reload_misfire = weapons\kiparis\kiparis_unjam snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_l85_snd_shoot] snd_1_layer = weapons\l85\l85_shoot snd_1_layer1 = weapons\l85\l85_shoot1 snd_1_layer2 = weapons\l85\l85_shoot2 snd_1_layer3 = weapons\l85\l85_shoot3 snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_l85_sounds]:base_sounds snd_shoot = wpn_l85_snd_shoot snd_empty = weapons\l85\l85_empty, 0.7 snd_draw = weapons\val\val_draw snd_holster = weapons\rifle_holster snd_empty = weapons\_dryfire\556_dry_1 snd_reload = weapons\l85\l85_reload snd_reload_empty = weapons\l85\l85_reload_empty snd_reload_misfire = weapons\l85\l85_unjam snd_switch_mode = weapons\generic\switch_mode snd_shoot_grenade = weapons\m203\m203_grenshoot snd_reload_grenade = weapons\m203\m203_reload snd_switch = weapons\m203\M203_switch snd_silncer_shot = weapons\l85\l85_shot_sil [wpn_mtar21_sounds]:wpn_l85_sounds snd_shoot = wpn_l85_snd_shoot snd_reload = weapons\mtar21\mtar21_reload snd_reload_empty = weapons\mtar21\mtar21_reload ;-------------------------------------- [wpn_lr300_snd_shoot] snd_1_layer = weapons\lr300\lr300_shoot snd_2_layer = weapons\_distance_shooting_mid\lr300ml_distant snd_3_layer = weapons\_distance_shooting_far\lr300ml_distant [wpn_lr300_sounds]:base_sounds snd_draw = weapons\lr300\lr300_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_lr300_snd_shoot snd_empty = weapons\lr300\lr300_empty, 0.8 snd_reload = weapons\lr300\lr300_reload snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload snd_switch = weapons\hk416\hk416_switch, 1.0, 0.5 snd_silncer_shot = weapons\lr300\lr300_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_m14_snd_shoot] snd_1_layer = weapons\m14\m14_fire snd_2_layer = weapons\_distance_shooting_mid\scar_distant snd_3_layer = weapons\_distance_shooting_far\scar_distant [wpn_m14_sounds]:base_sounds snd_draw = weapons\m14\m14_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_m14_snd_shoot snd_silncer_shot = weapons\m14\m14_suppressed snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\m14\m14_reload snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = $no_sound ;-------------------------------------- [wpn_m4_snd_shoot] snd_1_layer = weapons\m16\m16_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_m4_sounds]:base_sounds snd_draw = weapons\lr300\lr300_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_m4_snd_shoot snd_empty = weapons\lr300\lr300_empty, 0.8 snd_reload = weapons\m4\m4_reload snd_reload_empty = weapons\m4\m4_reload_empty snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload2 snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5 snd_silncer_shot = weapons\m4a1\m4a1_shot_sil snd_bore = $no_sound snd_empty = weapons\lr300\lr300_empty, 0.7 ;-------------------------------------- [wpn_m4a1_snd_shoot] snd_1_layer = weapons\m4a1\m4a1_shoot snd_1_layer1 = weapons\m4a1\m4a1_shoot1 snd_1_layer2 = weapons\m4a1\m4a1_shoot2 snd_1_layer3 = weapons\m4a1\m4a1_shoot3 snd_1_layer4 = weapons\m4a1\m4a1_shoot4 snd_1_layer5 = weapons\m4a1\m4a1_shoot5 snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_m4a1_sounds]:base_sounds snd_draw = weapons\lr300\lr300_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_m4a1_snd_shoot snd_empty = weapons\lr300\lr300_empty, 0.8 snd_reload = weapons\m4a1\m4a1_reload snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload2 snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5 snd_silncer_shot = weapons\m4a1\m4a1_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_m16_snd_shoot] snd_1_layer = weapons\m16\m16_shoot snd_1_layer1 = weapons\m16\m16_shoot1 snd_1_layer2 = weapons\m16\m16_shoot2 snd_1_layer3 = weapons\m16\m16_shoot3 snd_1_layer4 = weapons\m16\m16_shoot4 snd_1_layer5 = weapons\m16\m16_shoot5 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_m16_sounds]:base_sounds snd_draw = weapons\lr300\lr300_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_m16_snd_shoot snd_reload = weapons\m16\m16_reload snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload2 snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5 snd_silncer_shot = weapons\m4a1\m4a1_shot_sil snd_bore = $no_sound snd_empty = weapons\lr300\lr300_empty, 0.7 ;-------------------------------------- [wpn_m60_sounds]:base_sounds ;--> snd_draw = weapons\m60\m60_draw snd_holster = weapons\m60\m60_holster snd_shoot = weapons\m60\m60_fire snd_empty = weapons\m60\m60_empty snd_reload = weapons\m60\m60_reload snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\m203\M203_reload snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = $no_sound snd_silncer_shot = weapons\w_ak74_shot1 ;-------------------------------------- [wpn_m79_snd_shoot] snd_1_layer = weapons\m79\m79_shoot [wpn_m79_sounds]:base_sounds ;--> snd_draw = weapons\generic_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_m79_snd_shoot snd_empty = weapons\generic_empty snd_reload = weapons\m79\m79_reload snd_reload_1 = weapons\m79\m79_reload snd_bore = $no_sound snd_open_weapon = $no_sound snd_add_cartridge = weapons\m79\m79_reload snd_close_weapon = $no_sound ;-------------------------------------- [wpn_m249_snd_shoot] snd_1_layer = weapons\m249\m249_shoot snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_m249_sounds]:base_sounds snd_draw = weapons\generic_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_m249_snd_shoot snd_empty = weapons\lr300\lr300_empty, 0.7 snd_reload = weapons\m249\m249_reload snd_silncer_shot = weapons\m249\m249_shot_sil snd_bore = $no_sound ;-------------------------------------- [wpn_mp7_snd_shoot] snd_1_layer = weapons\mp7\mp7_fire snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_mp7_sounds]:base_sounds snd_draw = weapons\mp7\mp7_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_mp7_snd_shoot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\mp7\mp7_reload snd_shoot_grenade = weapons\gen_grenshoot snd_silncer_shot = weapons\mp7\mp7_suppressed snd_bore = weapons\no_sound ;-------------------------------------- [wpn_famas_snd_shoot] ;snd_1_layer = weapons\famas\famasg2_shot snd_1_layer = weapons\famas\famas_shoot snd_1_layer1 = weapons\famas\famas_shoot1 snd_1_layer2 = weapons\famas\famas_shoot2 snd_2_layer = weapons\_distance_shooting_mid\lr300ml_distant snd_3_layer = weapons\_distance_shooting_far\lr300ml_distant [wpn_famas_sounds]:wpn_lr300_sounds snd_draw = weapons\generic\rifle_draw snd_holster = weapons\generic\generic_holster snd_shoot = wpn_famas_snd_shoot snd_empty = weapons\generic\rifle_modern_empty snd_reload = weapons\famas\famas_reload snd_switch = weapons\groza_switch snd_shoot_grenade = weapons\explo\grenade_launch_explo snd_reload_grenade = weapons\l85_grenload snd_bore = weapons\draw_silent snd_bore1 = weapons\mp5_bore snd_silncer_shot = weapons\famas\famasg2_silencer, 0.7 ;-------------------------------------- [wpn_mp443_snd_shoot] snd_1_layer = weapons\mp443\mp443_shoot snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_mp443_sounds]:base_sounds snd_draw = weapons\generic\pistol_draw snd_holster = weapons\generic\pistol_holster snd_shoot = wpn_mp443_snd_shoot snd_empty = weapons\mp443\mp443_empty snd_reload = weapons\grach\grach_reload snd_reload_empty = weapons\grach\grach_reload_empty snd_reload_misfire = weapons\tt33\tt33_unjam snd_close = weapons\generic_close snd_silncer_shot = $no_sound ;-------------------------------------- [wpn_mp5_snd_shoot] snd_1_layer = weapons\mp5\mp5_shoot snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_mp5_sounds]:base_sounds snd_draw = weapons\mp5\mp5_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_mp5_snd_shoot snd_empty = weapons\mp5\mp5_empty snd_reload = weapons\mp5\mp5_reload snd_reload_empty = weapons\mp5\mp5_reload_empty snd_silncer_shot = weapons\mp5\mp5_shot_sil snd_bore = $no_sound [wpn_mp5sd_sounds]:wpn_mp5_sounds snd_reload = weapons\mp5\mp5sd_reload snd_reload_empty = weapons\mp5\mp5sd_reload snd_shoot = weapons\mp5\mp5_shot_sil snd_silncer_shot = weapons\mp5\mp5sd_shot_sil ;-------------------------------------- [wpn_vz61_snd_shoot] snd_1_layer = weapons\vz61\vz61_shoot snd_1_layer1 = weapons\vz61\vz61_shoot1 snd_1_layer2 = weapons\vz61\vz61_shoot2 snd_1_layer3 = weapons\vz61\vz61_shoot3 snd_1_layer4 = weapons\vz61\vz61_shoot1 snd_1_layer5 = weapons\vz61\vz61_shoot2 snd_1_layer6 = weapons\vz61\vz61_shoot3 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_vz61_sounds]:base_sounds snd_draw = weapons\vz61\vz61_draw snd_holster = weapons\vz61\vz61_holster snd_empty = weapons\mp5\mp5_empty snd_shoot = wpn_vz61_snd_shoot snd_silncer_shot = weapons\vz61\vz61_shot_sil snd_reload = weapons\vz61\vz61_reload snd_reload_empty = weapons\vz61\vz61_reload_empty snd_reload_misfire = weapons\vz61\vz61_unjam snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_ump45_snd_shoot] snd_1_layer = weapons\ump45\ump45_shoot snd_1_layer1 = weapons\ump45\ump45_shoot1 snd_1_layer2 = weapons\ump45\ump45_shoot2 snd_1_layer3 = weapons\ump45\ump45_shoot3 snd_1_layer4 = weapons\ump45\ump45_shoot4 snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_ump45_sounds]:wpn_mp5_sounds snd_shoot = wpn_ump45_snd_shoot snd_silncer_shot = weapons\ump45\ump45_shot_sil snd_reload = weapons\ump45\ump45_reload snd_reload_empty = weapons\ump45\ump45_reload_empty ;-------------------------------------- [wpn_bizon_snd_shoot] snd_1_layer = weapons\bizon\bizon_shoot snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_bizon_sounds]:wpn_mp5_sounds snd_shoot = wpn_bizon_snd_shoot snd_reload = weapons\bizon\bizon_reload snd_reload_empty = weapons\bizon\bizon_reload snd_silncer_shot = weapons\bizon\bizon_shot_sil ;-------------------------------------- [wpn_p90_snd_shoot] snd_1_layer = weapons\p90\p90_shoot snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_p90_sounds]:wpn_mp5_sounds snd_shoot = wpn_p90_snd_shoot snd_reload = weapons\p90\p90_reload snd_reload_empty = weapons\p90\p90_reload snd_silncer_shot = weapons\p90\p90_shot_sil ;-------------------------------------- [wpn_pp2000_snd_shoot] snd_1_layer = weapons\pp2000\pp2000_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_pp2000_sounds]:wpn_mp5_sounds snd_shoot = wpn_pp2000_snd_shoot snd_reload = weapons\pp2000\pp2000_reload snd_reload_empty = weapons\pp2000\pp2000_reload snd_silncer_shot = weapons\pp2000\pp2000_shot_sil ;-------------------------------------- [wpn_pkm_snd_shoot] snd_1_layer = weapons\pkm\pkm_shoot snd_1_layer1 = weapons\pkm\pkm_shoot1 snd_1_layer2 = weapons\pkm\pkm_shoot2 snd_1_layer3 = weapons\pkm\pkm_shoot3 snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_pkm_sounds]:base_sounds snd_draw = weapons\pkm\pkm_draw snd_holster = weapons\pkm\pkm_holster snd_shoot = wpn_pkm_snd_shoot snd_empty = weapons\pkm\pkm_empty, 0.5 snd_reload = weapons\pkm\pkm_reload ;-------------------------------------- [wpn_pm_snd_shoot] snd_1_layer = weapons\pm\pm_shoot1 snd_1_layer1 = weapons\pm\pm_shoot2 snd_1_layer2 = weapons\pm\pm_shoot3 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_pm_sounds]:base_sounds snd_draw = weapons\pm\pm_draw snd_holster = weapons\pm\pm_holster snd_shoot = wpn_pm_snd_shoot snd_empty = weapons\pm\pm_empty snd_reload = weapons\pm\pm_reload snd_reload_empty = weapons\pm\pm_reload_empty snd_reload_misfire = weapons\pm\pm_unjam snd_close = weapons\pm\pm_close snd_silncer_shot = weapons\pm\pm_shot_sil [wpn_oc33_sounds]:wpn_pm_sounds snd_reload = weapons\oc33\oc33_reload snd_reload_empty = weapons\oc33\oc33_reload ;-------------------------------------- [wpn_aps_snd_shoot] snd_1_layer = weapons\aps\aps_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_aps_sounds]:wpn_pm_sounds snd_shoot = wpn_aps_snd_shoot snd_silncer_shot = weapons\aps\aps_shot_sil snd_reload = weapons\aps\aps_reload snd_reload_empty = weapons\aps\aps_reload_empty snd_draw = weapons\aps\aps_draw snd_holster = weapons\aps\aps_holster snd_reload_misfire = weapons\aps\aps_unjam snd_switch_mode = weapons\generic\switch_mode ;-------------------------------------- [wpn_protecta_snd_shoot] snd_1_layer = weapons\protecta\protecta_shoot snd_1_layer1 = weapons\protecta\protecta_shoot1 snd_1_layer2 = weapons\protecta\protecta_shoot2 snd_1_layer3 = weapons\protecta\protecta_shoot3 snd_2_layer = weapons\_distance_shooting_mid\saiga_distant snd_3_layer = weapons\_distance_shooting_far\saiga_distant [wpn_protecta_sounds]:base_sounds snd_draw = weapons\protecta\protecta_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_protecta_snd_shoot snd_empty = weapons\protecta\protecta_empty snd_reload = weapons\toz34_reload snd_shoot_duplet = weapons\toz34_shoot_both snd_open_weapon = $no_sound snd_add_cartridge = weapons\protecta\protecta_load snd_close_weapon = $no_sound ;-------------------------------------- [wpn_sig220_snd_shoot] snd_1_layer = weapons\sig220\sig220_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_sig220_sounds]:base_sounds snd_draw = weapons\sig220\sig220_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_sig220_snd_shoot snd_empty = weapons\sig220\sig220_empty snd_reload = weapons\sig220\sig220_reload snd_reload_empty = weapons\sig220\sig220_reload_empty snd_close = weapons\sig220\sig220_close snd_silncer_shot = weapons\sig220\sig220_shot_sil ;-------------------------------------- [wpn_saiga_snd_shoot] snd_1_layer = weapons\saiga\saiga_shoot snd_1_layer1 = weapons\saiga\saiga_shoot1 snd_2_layer = weapons\_distance_shooting_mid\saiga_distant snd_3_layer = weapons\_distance_shooting_far\saiga_distant [wpn_saiga_sounds]:wpn_ak_sounds snd_holster = weapons\shotgun_holster snd_shoot = wpn_saiga_snd_shoot snd_reload = weapons\saiga\saiga_reload snd_reload_misfire = weapons\saiga\saiga_unjam snd_reload_empty = weapons\saiga\saiga_reload_empty snd_switch_mode = weapons\generic\switch_mode snd_silncer_shot = weapons\saiga\saiga_shot_sil ;-------------------------------------- [wpn_spas12_snd_shoot] snd_1_layer = weapons\spas12\spas12_shoot snd_1_layer1 = weapons\spas12\spas12_shoot1 snd_1_layer2 = weapons\spas12\spas12_shoot2 snd_2_layer = weapons\_distance_shooting_mid\saiga_distant snd_3_layer = weapons\_distance_shooting_far\saiga_distant [wpn_spas12_sounds]:base_sounds snd_draw = weapons\spas12\spas12_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_spas12_snd_shoot snd_empty = weapons\spas12\spas12_empty snd_reload = weapons\spas12\spas12_insertshell snd_bore = $no_sound snd_open_weapon = $no_sound snd_add_cartridge = weapons\spas12\spas12_insertshell snd_close_weapon = weapons\spas12\spas12_pump ;-------------------------------------- [wpn_usas12_snd_shoot_2] snd_1_layer = weapons\usas12\usas12_shoot snd_1_layer1 = weapons\usas12\usas12_shoot1 snd_1_layer2 = weapons\usas12\usas12_shoot2 snd_1_layer3 = weapons\usas12\usas12_shoot3 snd_1_layer4 = weapons\usas12\usas12_shoot4 snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_usas12_snd_shoot] snd_1_layer = weapons\mp133\mp133_shoot snd_2_layer = weapons\_distance_shooting_mid\saiga_distant snd_3_layer = weapons\_distance_shooting_far\saiga_distant [wpn_usas12_sounds]:base_sounds snd_draw = weapons\spas12\spas12_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_usas12_snd_shoot snd_empty = weapons\spas12\spas12_empty snd_reload = weapons\usas12\usas12_reload snd_bore = $no_sound ;-------------------------------------- [wpn_m95_sounds]:base_sounds ;--> snd_draw = weapons\m95\m95_draw snd_holster = weapons\m95\m95_holster snd_shoot = weapons\m95\m95_shoot snd_empty = weapons\m95\m95_empty snd_reload = weapons\m95\m95_reload [wpn_as50_sounds]:wpn_m95_sounds ;--> snd_shoot = weapons\as50\as50_shoot snd_shoot1 = weapons\as50\as50_shoot snd_shoot2 = weapons\as50\as50_shoot snd_reload = weapons\as50\as50_reload ;-------------------------------------- [wpn_m98b_snd_shoot] snd_1_layer = weapons\m98b\m98b_shoot snd_2_layer = weapons\m98b\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_m98b_snd_silncer_shot] snd_1_layer = weapons\m98b\m98b_shot_sil snd_2_layer = weapons\m98b\bolt [wpn_m98b_sounds]:base_sounds snd_draw = weapons\m98b\m98b_draw snd_holster = weapons\m98b\m98b_holster snd_shoot = wpn_m98b_snd_shoot snd_empty = weapons\m98b\m98b_empty, 1.0, 0.06 snd_reload = weapons\m98b\m98b_reload snd_silncer_shot = wpn_m98b_snd_silncer_shot ;-------------------------------------- [wpn_trg_snd_shoot] snd_1_layer = weapons\trg\trg42_shoot snd_2_layer = weapons\trg\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_trg_snd_silncer_shot] snd_1_layer = weapons\m98b\m98b_shot_sil snd_2_layer = weapons\trg\bolt [wpn_trg_sounds]:wpn_m98b_sounds snd_draw = weapons\generic\rifle_draw_03 snd_holster = weapons\generic\rifle_holster_02 snd_shoot = wpn_trg_snd_shoot snd_empty = weapons\generic\rifle_modern_empty, 0.5 snd_reload = weapons\trg\trg42_reload snd_close = weapons\generic_close snd_bore = weapons\draw_silent snd_bore1 = weapons\draw_silent snd_silncer_shot = wpn_trg_snd_silncer_shot ;-------------------------------------- [wpn_sako_snd_shoot] snd_1_layer = weapons\sako\sako_shot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_sako_sounds]:base_sounds snd_draw = weapons\generic\eastern_draw snd_holster = weapons\sniper_holster ;weapons\generic\generic_holster snd_shoot = wpn_sako_snd_shoot snd_empty = weapons\generic\rifle_historic_empty, 0.9 snd_reload = weapons\sako\sako_reload snd_shoot_grenade = weapons\explo\grenade_launch_explo snd_reload_grenade = weapons\gp25_reload snd_switch = weapons\draw_silent snd_bore = weapons\draw_silent ;-------------------------------------- [wpn_sv98_sounds]:base_sounds snd_draw = weapons\sv98\sv98_draw snd_holster = weapons\sniper_holster snd_shoot = weapons\sv98\sv98_shoot snd_empty = weapons\sv98\sv98_empty snd_reload = weapons\sv98\sv98_reload snd_silncer_shot = weapons\svd\svd_shot_sil ;-------------------------------------- [wpn_svd_snd_shoot] snd_1_layer = weapons\svd\svd_shoot snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_svd_sounds]:base_sounds snd_draw = weapons\svd\svd_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_svd_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\svd\svd_reload snd_silncer_shot = weapons\svd\svd_shot_sil ;-------------------------------------- [wpn_mosin_snd_shoot] snd_1_layer = weapons\mosin\mosin_shoot snd_2_layer = weapons\mosin\bolt_new snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_mosin_snd_silncer_shot] snd_1_layer = weapons\svd\svd_shot_sil snd_2_layer = weapons\mosin\bolt_new [wpn_mosin_sounds]:wpn_svd_sounds snd_draw = weapons\svd\svd_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_mosin_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload_misfire = weapons\mosin\mosin_unjam snd_reload = weapons\mosin\mosin_reload snd_silncer_shot = wpn_mosin_snd_silncer_shot ;-------------------------------------- [wpn_svt40_snd_shoot] snd_1_layer = weapons\svt40\svt40_shoot snd_1_layer1 = weapons\svt40\svt40_shoot1 snd_1_layer2 = weapons\svt40\svt40_shoot2 snd_1_layer3 = weapons\svt40\svt40_shoot3 snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_svt40_sounds]:base_sounds snd_draw = weapons\svd\svd_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_svt40_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\svt40\svt40_reload snd_reload_empty = weapons\svt40\svt40_reload_empty snd_reload_misfire = weapons\svt40\svt40_unjam ;-------------------------------------- [wpn_type63_sounds]:base_sounds ;--> snd_draw = weapons\type63\type63_draw snd_holster = weapons\sniper_holster snd_shoot = weapons\type63\type63_shoot snd_reload = weapons\type63\type63_reload snd_empty = weapons\ak_empty, 0.7 ;-------------------------------------- [wpn_sks_snd_shoot] snd_1_layer = weapons\sks\sks_shoot snd_2_layer = weapons\_distance_shooting_mid\ak_distant snd_3_layer = weapons\_distance_shooting_far\ak_distant [wpn_sks_sounds]:base_sounds snd_draw = weapons\sks\sks_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_sks_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\sks\sks_reload snd_reload_empty = weapons\sks\sks_reload_full snd_reload_misfire = weapons\sks\sks_unjam snd_close = weapons\generic_close ;-------------------------------------- [wpn_svu_snd_shoot] snd_1_layer = weapons\svu\svu_shoot snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_svu_sounds]:base_sounds snd_draw = weapons\svu\svu_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_svu_snd_shoot snd_empty = weapons\ak_empty, 0.5 snd_reload = weapons\svu\svu_reload snd_reload_empty = weapons\svu\svu_reload_empty snd_silncer_shot = weapons\svu\svu_shoot ;-------------------------------------- [wpn_tt33_snd_shoot] snd_1_layer = weapons\tt33\tt33_shoot snd_1_layer1 = weapons\tt33\tt33_shoot1 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_tt33_sounds]:wpn_colt1911_sounds snd_draw = weapons\generic\pistol_draw snd_holster = weapons\generic\pistol_holster snd_shoot = wpn_tt33_snd_shoot snd_reload = weapons\tt33\tt33_reload snd_reload_empty = weapons\tt33\tt33_reload_empty snd_reload_misfire = weapons\tt33\tt33_unjam ;-------------------------------------- [wpn_toz34_snd_shoot] snd_1_layer = weapons\toz34\toz34_shoot snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_toz34_snd_shoot_duplet] snd_1_layer = weapons\toz34\toz34_shoot_both snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_toz34_sounds]:base_sounds snd_draw = weapons\toz34\toz34_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_toz34_snd_shoot snd_empty = weapons\toz34\toz34_empty snd_reload = weapons\toz34\toz34_reload snd_shoot_duplet = wpn_toz34_snd_shoot_duplet snd_shoot_1 = wpn_toz34_snd_shoot snd_reload_1 = weapons\toz34\toz34_reload_one [wpn_toz34_obrez_snd_shoot] snd_1_layer = weapons\toz34\toz34_shoot_sawnoff snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_toz34_obrez_snd_shoot_duplet] snd_1_layer = weapons\toz34\toz34_shoot_sawnoff_both snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant [wpn_toz34_obrez_sounds]:wpn_toz34_sounds snd_shoot = wpn_toz34_snd_shoot ;wpn_toz34_obrez_snd_shoot snd_shoot_duplet = wpn_toz34_snd_shoot_duplet ;wpn_toz34_obrez_snd_shoot_duplet snd_reload = weapons\toz34\toz34_reload_obrez snd_reload_1 = weapons\toz34\toz34_reload_one_obrez ;-------------------------------------- [wpn_usp_snd_shoot] snd_1_layer = weapons\usp\usp_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_usp_sounds]:base_sounds snd_draw = weapons\usp\usp_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_usp_snd_shoot snd_empty = weapons\usp\usp_empty snd_reload = weapons\usp\usp_reload snd_reload_empty = weapons\usp\usp_reload_empty snd_close = weapons\usp\usp_close snd_silncer_shot = weapons\usp\usp_shot_sil ;-------------------------------------- [wpn_fnp45_snd_shoot] snd_1_layer = weapons\fnp45\fnp45_shoot snd_2_layer = weapons\_distance_shooting_mid\mp5_distant snd_3_layer = weapons\_distance_shooting_far\mp5_distant [wpn_fnp45_sounds]:wpn_usp_sounds snd_draw = weapons\fnp45\fnp45_draw snd_shoot = wpn_fnp45_snd_shoot snd_reload = weapons\fnp45\fnp45_reload snd_reload_empty = weapons\fnp45\fnp45_reload_empty snd_silncer_shot = weapons\fnp45\fnp45_shot_sil ;-------------------------------------- [wpn_val_sounds]:base_sounds snd_draw = weapons\val\val_draw snd_holster = weapons\rifle_holster snd_shoot = weapons\val\val_shoot snd_empty = weapons\val\val_empty, 0.8 snd_reload = weapons\vintorez\vintorez_reload snd_reload_empty = weapons\vintorez\vintorez_reload_empty snd_silncer_shot = weapons\val\val_shoot snd_silncer_shot1 = weapons\val\val_shoot1 [wpn_vihr_sounds]:wpn_val_sounds snd_shoot = weapons\vihr\vihr_shoot snd_reload = weapons\vihr\vihr_reload snd_reload_empty = weapons\vihr\vihr_reload [wpn_vintorez_sounds]:base_sounds snd_draw = weapons\vintorez\vintorez_draw snd_holster = weapons\rifle_holster snd_shoot = weapons\vintorez\vintorez_shoot snd_shoot1 = weapons\vintorez\vintorez_shoot1 snd_empty = weapons\vintorez\vintorez_empty, 0.8 snd_reload = weapons\vintorez\vintorez_reload snd_reload_empty = weapons\vintorez\vintorez_reload_empty snd_silncer_shot = weapons\vintorez\vintorez_shoot snd_silncer_shot1 = weapons\vintorez\vintorez_shoot1 snd_silncer_shot2 = weapons\vintorez\vintorez_shoot2 snd_silncer_shot3 = weapons\vintorez\vintorez_shoot3 [wpn_vintorez_nimble_sounds]:base_sounds snd_draw = weapons\vintorez\vintorez_nimble_draw snd_holster = weapons\vintorez\vintorez_nimble_holster snd_reload_empty = weapons\vintorez\vintorez_nimble_reload_empty snd_reload = weapons\vintorez\vintorez_nimble_reload_empty snd_silncer_shot = weapons\vintorez\vintorez_nimble_shoot snd_silncer_shot1 = weapons\vintorez\vintorez_nimble_shoot1 snd_silncer_shot2 = weapons\vintorez\vintorez_nimble_shoot2 snd_silncer_shot3 = weapons\vintorez\vintorez_nimble_shoot3 ;-------------------------------------- [wpn_vityaz_snd_shoot] snd_1_layer = weapons\vityaz\vityaz_shoot snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_vityaz_sounds]:base_sounds snd_draw = weapons\mp5\mp5_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_vityaz_snd_shoot snd_empty = weapons\ak_empty, 0.7 snd_reload = weapons\vityaz\vityaz_reload snd_silncer_shot = weapons\vityaz\vityaz_shot_sil ;-------------------------------------- [wpn_vssk_snd_shoot] snd_1_layer = weapons\vssk\vssk_shot snd_2_layer = weapons\vssk\bolt [wpn_vssk_sounds]:wpn_svd_sounds snd_draw = weapons\sv98\sv98_draw ;weapons\vintorez\vintorez_draw snd_shoot = wpn_vssk_snd_shoot snd_empty = weapons\vintorez\vintorez_empty, 0.8 snd_reload = weapons\vssk\vssk_reload, 0.7 snd_silncer_shot = wpn_vssk_snd_shoot ;-------------------------------------- [wpn_9a91_snd_shoot] snd_1_layer = weapons\9a91\9a91_shoot snd_1_layer1 = weapons\9a91\9a91_shoot1 snd_1_layer2 = weapons\9a91\9a91_shoot2 snd_1_layer3 = weapons\9a91\9a91_shoot3 snd_1_layer4 = weapons\9a91\9a91_shoot4 snd_1_layer5 = weapons\9a91\9a91_shoot5 snd_1_layer6 = weapons\9a91\9a91_shoot6 snd_1_layer7 = weapons\9a91\9a91_shoot7 snd_1_layer8 = weapons\9a91\9a91_shoot8 snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_9a91_sounds]:wpn_val_sounds snd_shoot = wpn_9a91_snd_shoot snd_reload = weapons\9a91\9a91_reload snd_reload_empty = weapons\9a91\9a91_reload ;-------------------------------------- [wpn_vsk94_sounds]:wpn_val_sounds snd_shoot = weapons\vsk94\vsk94_shoot snd_reload = weapons\9a91\9a91_reload snd_reload_empty = weapons\9a91\9a91_reload ;-------------------------------------- [wpn_wa2000_snd_shoot] snd_1_layer = weapons\wa2000\wa2000_shoot snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_wa2000_sounds]:base_sounds snd_draw = weapons\generic_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_wa2000_snd_shoot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\wa2000\wa2000_reload ;-------------------------------------- [wpn_walther_snd_shoot] snd_1_layer = weapons\walther\walther_shoot snd_1_layer1 = weapons\walther\walther_shoot1 snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_walther_sounds]:base_sounds snd_draw = weapons\walther\walther_draw snd_holster = weapons\pistol_holster snd_shoot = wpn_walther_snd_shoot snd_empty = weapons\walther\walther_empty snd_reload = weapons\walther\walther_reload snd_reload_empty = weapons\walther\walther_reload_empty snd_close = weapons\walther\walther_close snd_silncer_shot = weapons\walther\walther_shot_sil ;-------------------------------------- [wpn_winchester1300_snd_shoot] snd_1_layer = weapons\mossberg\mossberg_shoot snd_2_layer = weapons\mossberg\pump snd_3_layer = weapons\_distance_shooting_mid\saiga_distant snd_4_layer = weapons\_distance_shooting_far\saiga_distant [wpn_winchester1300_snd_shoot_duplet] snd_1_layer = weapons\mossberg\mossberg_shoot snd_2_layer = weapons\mossberg\pump snd_3_layer = weapons\_distance_shooting_mid\saiga_distant snd_4_layer = weapons\_distance_shooting_far\saiga_distant [wpn_winchester1300_sounds]:base_sounds snd_close_weapon = weapons\toz194\toz194_draw snd_reload_misfire = weapons\remington870\remington870_unjam snd_bore = weapons\remington870\remington870_unjam snd_open_weapon = weapons\generic\rifle_historic_draw snd_shoot = wpn_winchester1300_snd_shoot snd_empty = weapons\w1300\w1300_empty snd_reload = weapons\toz34_reload snd_shoot_duplet = wpn_winchester1300_snd_shoot_duplet snd_add_cartridge = weapons\w1300\w1300_load snd_draw = weapons\toz194\toz194_draw snd_holster = weapons\shotgun_holster ;-------------------------------------- [wpn_mossberg_snd_shoot] snd_1_layer = weapons\mossberg\mossberg_shoot snd_2_layer = weapons\mossberg\pump snd_3_layer = weapons\_distance_shooting_mid\saiga_distant snd_4_layer = weapons\_distance_shooting_far\saiga_distant [wpn_mossberg_sounds]:wpn_winchester1300_sounds snd_close_weapon = weapons\toz194\toz194_draw snd_reload_misfire = weapons\remington870\remington870_unjam snd_bore = weapons\remington870\remington870_unjam snd_shoot = wpn_mossberg_snd_shoot snd_empty = weapons\mossberg\mossberg_empty snd_reload = weapons\mossberg\mossberg_reload snd_open_weapon = $no_sound snd_add_cartridge = weapons\mossberg\mossberg_reload snd_draw = weapons\toz194\toz194_draw snd_holster = weapons\shotgun_holster ;-------------------------------------- [wpn_toz194_snd_shoot] snd_1_layer = weapons\toz194\toz194_shoot snd_2_layer = weapons\toz194\toz194_pump snd_3_layer = weapons\_distance_shooting_mid\saiga_distant snd_4_layer = weapons\_distance_shooting_far\saiga_distant [wpn_toz194_sounds]:wpn_mossberg_sounds snd_draw = weapons\toz194\toz194_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_toz194_snd_shoot snd_empty = weapons\mossberg\mossberg_empty snd_reload = weapons\toz194\toz194_shell snd_close_weapon = weapons\toz194\toz194_draw snd_reload_misfire = weapons\remington870\remington870_unjam snd_bore = weapons\remington870\remington870_unjam snd_open_weapon = weapons\generic\rifle_historic_draw snd_add_cartridge = weapons\toz194\toz194_shell snd_close_weapon = weapons\toz194\toz194_draw ;-------------------------------------- [wpn_remington870_snd_shoot] snd_1_layer = weapons\remington870\remington870_shot snd_2_layer = weapons\remington870\pump snd_3_layer = weapons\_distance_shooting_mid\svd_distant snd_4_layer = weapons\_distance_shooting_far\svd_distant [wpn_remington870_sounds]:wpn_winchester1300_sounds snd_shoot = wpn_remington870_snd_shoot snd_close_weapon = weapons\toz194\toz194_draw snd_reload_misfire = weapons\remington870\remington870_unjam snd_bore = weapons\remington870\remington870_unjam snd_draw = weapons\toz194\toz194_draw snd_holster = weapons\shotgun_holster ;-------------------------------------- [wpn_mp133_snd_shoot] snd_1_layer = weapons\mp133\mp133_shoot snd_2_layer = weapons\mp133\pump snd_3_layer = weapons\_distance_shooting_mid\saiga_distant snd_4_layer = weapons\_distance_shooting_far\saiga_distant [wpn_mp133_sounds]:wpn_winchester1300_sounds snd_draw = weapons\mp133\mp133_draw snd_shoot = wpn_mp133_snd_shoot snd_empty = weapons\mp133\mp133_empty snd_reload = weapons\mp133\mp133_reload_end snd_shoot_duplet = weapons\mp133\mp133_shoot snd_add_cartridge = weapons\mp133\mp133_reload snd_close_weapon = weapons\mp133\mp133_reload_end ;-------------------------------------- [wpn_mp153_snd_shoot] snd_1_layer = weapons\mp153\mp153_shoot snd_1_layer1 = weapons\mp153\mp153_shoot1 snd_1_layer2 = weapons\mp153\mp153_shoot2 snd_2_layer = weapons\_distance_shooting_mid\saiga_distant snd_3_layer = weapons\_distance_shooting_far\saiga_distant [wpn_mp153_sounds]:wpn_spas12_sounds snd_draw = weapons\spas12\spas12_draw ;weapons\mp153\mp153_draw snd_holster = weapons\shotgun_holster snd_shoot = wpn_mp153_snd_shoot snd_empty = weapons\gen_empty snd_reload = weapons\mp153\mp153_insertshell snd_bore = $no_sound snd_open_weapon = $no_sound snd_add_cartridge = weapons\mp153\mp153_insertshell snd_close_weapon = $no_sound ;-------------------------------------- [wpn_hk416_snd_shoot] snd_1_layer = weapons\hk416\hk416_shoot snd_2_layer = weapons\_distance_shooting_mid\pkm_distant snd_3_layer = weapons\_distance_shooting_far\pkm_distant [wpn_hk416_sounds]:wpn_m4_sounds snd_shoot = wpn_hk416_snd_shoot snd_reload = weapons\hk416\hk416_reload snd_reload_empty = weapons\hk416\hk416_reload snd_switch = weapons\hk416\hk416_switch, 1.0, 0.5 snd_reload_grenade = weapons\m203\M203_reload3 ;-------------------------------------- [wpn_hk417_sounds]:wpn_m4_sounds ;--> snd_draw = weapons\hk417\hk417_draw snd_shoot = weapons\hk417\hk417_fire snd_silncer_shot = weapons\hk417\hk417_suppressed snd_reload = weapons\hk417\hk417_reload snd_reload_empty = weapons\hk417\hk417_reload ;-------------------------------------- [wpn_xm8_snd_shoot] snd_1_layer = weapons\xm8\xm8_shoot, 0.5 snd_1_layer1 = weapons\xm8\xm8_shoot1, 0.5 snd_1_layer2 = weapons\xm8\xm8_shoot2, 0.5 snd_1_layer3 = weapons\xm8\xm8_shoot3, 0.5 snd_2_layer = weapons\_distance_shooting_mid\groza_distant snd_3_layer = weapons\_distance_shooting_far\groza_distant [wpn_xm8_sounds]:wpn_g36_sounds snd_shoot = wpn_xm8_snd_shoot snd_reload = weapons\xm8\xm8_reload snd_silncer_shot = weapons\xm8\xm8_shoot_sil, 0.5 snd_reload_empty = weapons\xm8\xm8_reload ;-------------------------------------- [wpn_apb_snd_shoot] snd_1_layer = weapons\apb\apb_shoot snd_2_layer = weapons\_distance_shooting_mid\pm_distant snd_3_layer = weapons\_distance_shooting_far\pm_distant [wpn_apb_sounds]:base_sounds snd_draw = weapons\generic\pistol_draw snd_holster = weapons\generic\pistol_holster snd_shoot = wpn_apb_snd_shoot snd_empty = weapons\generic\pistol_empty snd_reload = weapons\apb\apb_reload snd_close = weapons\generic_close snd_silncer_shot = weapons\apb\apb_shoot_sil snd_bore = weapons\no_sound snd_bore1 = weapons\no_sound ;-------------------------------------- ;-- STCoP 3.0 [wpn_ash12_snd_shoot] snd_1_layer = weapons\hk417\hk417_fire snd_2_layer = weapons\_distance_shooting_mid\scar_distant snd_3_layer = weapons\_distance_shooting_far\scar_distant [wpn_ash12_sounds]:wpn_vssk_sounds ;snd_shoot = weapons\ash12\ash12_shoot ;snd_shoot1 = weapons\ash12\ash12_shoot snd_shoot = wpn_ash12_snd_shoot snd_empty = weapons\sig550\sig550_empty ;-------------------------------------- [wpn_sig550_snd_shoot] snd_1_layer = weapons\sig550\sig550_shoot snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant [wpn_sig550_sounds]:base_sounds snd_draw = weapons\sv98\sv98_draw ;weapons\sig550\sig550_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_sig550_snd_shoot snd_empty = weapons\sig550\sig550_empty snd_reload = weapons\sig550\sig550_reload snd_reload_empty = weapons\sig550\sig550_reload_empty snd_silncer_shot = weapons\sig550\sig550_shot_sil snd_shoot_grenade = weapons\m203\M203_grenshoot snd_reload_grenade = weapons\sig550\sig550_grenload snd_switch = $no_sound snd_bore = $no_sound [wpn_sig550_sniper_sounds]:wpn_sig550_sounds snd_silncer_shot = weapons\sig550\sig550_sniper_shot_sil [wpn_sig552_sounds]:wpn_sig550_sounds snd_reload = weapons\sig552\sig552_reload snd_reload_empty = weapons\sig552\sig552_reload [wpn_fal_sounds]:base_sounds snd_draw = weapons\sig550\sig550_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_sig550_snd_shoot snd_empty = weapons\sig550\sig550_empty snd_reload = weapons\fal\fal_reload snd_silncer_shot = weapons\sig550\sig550_shot_sil [wpn_fnc_sounds]:base_sounds snd_draw = weapons\sig550\sig550_draw snd_holster = weapons\rifle_holster snd_shoot = wpn_sig550_snd_shoot snd_empty = weapons\sig550\sig550_empty snd_reload = weapons\ak101\ak101_reload snd_silncer_shot = weapons\sig550\sig550_shot_sil ;-------------------------------------- [wpn_scar_snd_shoot] snd_1_layer = weapons\scar\scar_shoot snd_1_layer1 = weapons\scar\scar_shoot1 snd_1_layer2 = weapons\scar\scar_shoot2 snd_1_layer3 = weapons\scar\scar_shoot3 snd_1_layer4 = weapons\scar\scar_shoot4 snd_1_layer5 = weapons\scar\scar_shoot5 snd_2_layer = weapons\_distance_shooting_mid\scar_distant snd_3_layer = weapons\_distance_shooting_far\scar_distant [wpn_scar_sounds]:wpn_sig550_sounds snd_shoot = wpn_scar_snd_shoot snd_reload = weapons\scar\scar_reload snd_reload_empty = weapons\scar\scar_reload snd_reload_grenade = weapons\m203\m203_reload2 snd_silncer_shot = weapons\scar\scar_shot_sil ;-------------------------------------- [wpn_fort500_sounds]:wpn_mossberg_sounds ;--? snd_shoot = wpn_mossberg_snd_shoot ;weapons\fort500\fort500_shoot ;-------------------------------------- [wpn_m82_snd_shoot] snd_1_layer = weapons\m82\m82_shoot snd_2_layer = weapons\_distance_shooting_mid\svd_distant snd_3_layer = weapons\_distance_shooting_far\svd_distant [wpn_m82_sounds]:base_sounds snd_draw = weapons\m98b\m98b_draw snd_holster = weapons\sniper_holster snd_shoot = wpn_m82_snd_shoot snd_empty = weapons\m82\m82_empty snd_reload = weapons\m82\m82_reload_1 snd_close = weapons\generic_close ;-------------------------------------- [wpn_sr25_sounds]:wpn_m16_sounds snd_draw = weapons\sv98\sv98_draw ;-------------------------------------- [wpn_m24_snd_shoot] snd_1_layer = weapons\m24\m24_shoot snd_2_layer = weapons\m24\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_m24_snd_silncer_shot] snd_1_layer = weapons\m4a1\m4a1_shot_sil snd_2_layer = weapons\m24\bolt [w_remington700_snd_shoot] snd_1_layer = weapons\m24\m24_shoot snd_2_layer = weapons\remington700\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_remington700_sounds]:base_sounds snd_draw = weapons\lr300\lr300_draw snd_holster = weapons\sniper_holster snd_shoot = w_remington700_snd_shoot snd_empty = weapons\lr300\lr300_empty, 0.8 snd_reload = weapons\remington700\reload snd_silncer_shot = wpn_m24_snd_silncer_shot snd_bore = $no_sound [wpn_m24_sounds]:base_sounds ;--? snd_draw = weapons\sv98\sv98_draw ;weapons\m24\m24_draw snd_holster = weapons\sniper_holster ;weapons\generic\rifle_holster snd_shoot = wpn_m24_snd_shoot snd_empty = weapons\generic\rifle_modern_empty, 0.5 snd_reload = weapons\m24\m24_reload snd_close = weapons\generic_close snd_bore = weapons\draw_silent snd_bore1 = weapons\draw_silent snd_silncer_shot = weapons\silencers\silencer_762x51 ;-------------------------------------- [wpn_g43_snd_shoot] snd_1_layer = weapons\k98\kar98k_shoot ;weapons\g43\g43_shoot, 0.7 snd_2_layer = weapons\_distance_shooting_mid\l96_distant snd_3_layer = weapons\_distance_shooting_far\l96_distant [wpn_g43_sounds]:base_sounds snd_draw = weapons\generic\rifle_draw snd_holster = weapons\generic\rifle_historic_holster snd_shoot = wpn_g43_snd_shoot snd_empty = weapons\generic\rifle_historic_empty, 0.7 snd_reload = weapons\g43\g43_reload snd_close = weapons\g43\g43_close snd_bore = weapons\g43\g43_draw_silent snd_bore1 = weapons\g43\g43_bore ;-------------------------------------- [wpn_k98_snd_shoot] snd_1_layer = weapons\k98\kar98k_shoot snd_2_layer = weapons\k98\bolt snd_3_layer = weapons\_distance_shooting_mid\l96_distant snd_4_layer = weapons\_distance_shooting_far\l96_distant [wpn_k98_snd_silncer_shot] snd_1_layer = weapons\saiga\sayga12_sil snd_2_layer = weapons\k98\bolt [wpn_k98_sounds]:base_sounds snd_draw = weapons\generic\rifle_historic_draw snd_holster = weapons\generic\rifle_historic_holster snd_shoot = wpn_k98_snd_shoot snd_empty = weapons\generic\rifle_historic_empty, 0.5 snd_reload = weapons\k98\kar98k_reload snd_shoot_duplet = wpn_k98_snd_shoot snd_open_weapon = weapons\k98\kar98k_reload_start snd_add_cartridge = weapons\k98\kar98k_reload snd_close_weapon = weapons\k98\kar98k_reload_end snd_silncer_shot = wpn_k98_snd_silncer_shot