//--Menu sounds--// all taken from Robocop 3 on the NES

menu/activate			MENU 
menu/clear				CLOSE
menu/cursor				CURSOR
menu/change				CURSOR
menu/choose				CONFIRM
menu/backup				CANCEL
menu/dismiss			CANCEL


silence                   		QUIET


//===============================CFS Fists=====================================
$random gibimpact { gibimpact1 gibimpact2 gibimpact3 }
gibimpact1						gibimp1
gibimpact2						gibimp2
gibimpact3						gibimp3
gibsplat						gibsplt1
ZharkyFist						DSKMISS
rocketpunch/ready				RKTPRDY

$random punch/hit { punch1 punch2 punch3 punch4 }
punch1							PUNC1
punch2							PUNC2
punch3							PUNC3
punch4							PUNC4

$random fistswing { fswing1 fswing2 fswing3 fswing4 }
fswing1							FIST1
fswing2							FIST2
fswing3							FIST3
fswing4							FIST4

$random kick/attack { kickattack1 kickattack2 }
kickattack1						KICK1
kickattack2						KICK2

$random kick/hit	{ kickhit1 kickhit2 }
kickhit1						KCHIT1
kickhit2						KCHIT2

fists/gauntletswing 			HYMKR
fists/gauntlethit 				HMKRHIT
fists/up						DSPMISS1
fists/down						DSPMISS2

$random fists/gauntletmiss {fists/gauntletmiss1 fists/gauntletmiss2}//sounds taken from TF2's fists of steel
fists/gauntletmiss1 			HMIS1
fists/gauntletmiss2 			HMIS2

//================================LILK'S AXE=================================
$random Axe/swing {Axe/swing1 Axe/swing2 Axe/swing3}
Axe/Swing1						AXSWING1
Axe/Swing2						AXSWING2
Axe/Swing3						AXSWING3
$random Axe/Hit	  {Axe/Hit1 Axe/Hit2 Axe/Hit3}
Axe/Hit1						AXHIT1
Axe/Hit2						AXHIT2
Axe/Hit3						AXHIT3
$random Axe/Wall  {Axe/Wall1 Axe/Wall2}
Axe/Wall1						AXWAL1
Axe/Wall2						AXWAL2
Axe/Spin						AXSPIN
firestorm/spawn					PABOOM
firestorm/die					IMPACT3
Axe/Draw						AXEUP
$volume axe/draw		0.70
Axe/Holster						AXEDOWN

$volume Axe/holster 0.40

//===============================GENKA PISTOL==============================
D3Pistol/draw					PISUP
D3Pistol/Equip 					DSD3PSUP
D3Pistol/Fire					DSD3PS
$volume D3Pistol/Fire			0.60
D3Pistol/Reload 				DSD3PSLD
D3Pistol/holster				PISAWY
$volume D3Pistol/holster 		0.70


//Bullet casings
$random Casing/Bullet { Casing/Bullet0 Casing/Bullet1 Casing/Bullet2 Casing/Bullet3 Casing/Bullet4 Casing/Bullet5 Casing/Bullet6 Casing/Bullet7 Casing/Bullet8 Casing/Bullet9 }
Casing/Bullet0 					CASING0
Casing/Bullet1 					CASING1
Casing/Bullet2 					CASING2
Casing/Bullet3 					CASING3
Casing/Bullet4					CASING4
Casing/Bullet5 					CASING5
Casing/Bullet6 					CASING6
Casing/Bullet7 					CASING7
Casing/Bullet8			 		CASING8
Casing/Bullet9 					CASING9

$volume Casing/Bullet 0.075

//Clips
$random Clip/Pistol { Clip/Pistol1 Clip/Pistol2 Clip/Pistol3 Clip/Pistol4 Clip/Pistol5 Clip/Pistol6 }
Clip/Pistol1					SDKCLIP1
Clip/Pistol2					SDKCLIP2
Clip/Pistol3					SDKCLIP3
Clip/Pistol4					SDKCLIP4
Clip/Pistol5					SDKCLIP5
Clip/Pistol6					SDKCLIP6

$volume Clip/Pistol 0.5

//===============================SHOTGUN=====================================
shotgun/draw					SHTGUP
shotgun/holster					SHTGDN
$volume shotgun/holster	0.70
shotgun/fire 					DSKSSFIR
$volume shotgun/fire	0.55
shotgun/shellcram				CRAMIT
shotgun/superfire 				WLSSG
$volume shotgun/superfire	0.60
ericshotgun/pump 				DSSGPUMP
shotgun/pump1					SGPMP1
shotgun/pump2					SGPMP2
pipe/swing						PIPSWN
$random pipe/hit	{ pipe/hit1 pipe/hit2 pipe/hit3 }
pipe/hit1						PIPHIT1
pipe/hit2						PIPHIT2
pipe/hit3						PIPHIT3
$random pipe/wall	{ pipe/wall1 pipe/wall2 pipe/wall3 }
pipe/wall1						PIPWAL1
pipe/wall2						PIPWAL2
pipe/wall3						PIPWAL3

//Shells
$random Casing/Shotgun { Casing/Shotgun1 Casing/Shotgun2 Casing/Shotgun3 }
Casing/Shotgun1	SHTGCAS1
Casing/Shotgun2	SHTGCAS2
Casing/Shotgun3	SHTGCAS3

$volume Casing/Shotgun 0.3


//==============================Particle Smasher====================================
particlesmasher/draw			PSMHUP
particlesmasher/holster			PSMHDN
$volume particlesmasher/holster 0.70
particlesmasher/fire			PSMALT
$volume particlesmasher/fire 0.70
particlesmasher/altfire			PSMHALT
$volume particlesmasher/altfire 0.70
particlesmasher/steamvent		PSSTEM
particlesmasher/pump			PSMPMP
$volume particlesmasher/pump	0.70
particlesmasher/slide			PSMSLD
$volume particlesmasher/slide	 0.80
particlesmasher/explode			PSMXP
$limit particlesmasher/explode 1
$random particlesmasher/ach { particlesmasher/ach1 particlesmasher/ach2 particlesmasher/ach3 particlesmasher/ach4 particlesmasher/ach5 particlesmasher/ach6 }
particlesmasher/ach1			ACH1
particlesmasher/ach2			ACH2
particlesmasher/ach3			ACH3
particlesmasher/ach4			ACH4
particlesmasher/ach5			ACH5
particlesmasher/ach6			ACH6
particlesmasher/bigbeamhit		BEMHIT
particlesmasher/wallrumble		WALRML
particlesmasher/directcharge	DIRCHG
particlesmasher/directexplosion	DIRHIT
particlesmasher/directpreboom	DIRPRE

//===============================NAILGUN====================================
gnasher/draw					GNSHUP
gnasher/holster					GNSHDN
$volume gnasher/down 0.70
Weapons/NailMGFire				NAILFIRE
$volume weapons/nailMGFire	0.80
$random Weapons/NailHit			{Weapons/NailHit1 Weapons/NailHit2 Weapons/NailHit3 Weapons/NailHit4}
$volume weapons/nailhit		0.50
Weapons/NailHit1				NAILHIT1
Weapons/NailHit2				NAILHIT2
Weapons/NailHit3				NAILHIT3
Weapons/NailHit4				NAILHIT4
$random Weapons/NailWall		{Weapons/NailWall1 Weapons/NailWall2 Weapons/NailWall3}
$volume weapons/nailwall	0.50
Weapons/NailWall1				NAILWAL1
Weapons/NailWall2				NAILWAL2
Weapons/NailWall3				NAILWAL3
Weapons/NailFlight				NAILFLY
weapons/nailalt					NAILALT

$volume weapons/nailalt 0.60
$volume Weapons/NailMGFire 0.5
$Limit Weapons/NailHit		0
$Limit Weapons/NailHitBleed	0


//=======================Cygnus Rocket Launcher======================================
cygnus/draw						CYGNUP
cygnus/holster					CYGNDN
cygnus/fire						CYGFIR
$volume cygnus/fire 			0.55
$random cygnus/rocketboom		{cygnus/rocket1 cygnus/rocket2 cygnus/rocket3}
cygnus/rocket1					CYGXP1
cygnus/rocket2					CYGXP2
cygnus/rocket3					CYGXP3
$volume cygnus/rocketspeedup	0.80
$random cygnus/rocketspeedup	{cygnus/speedup1 cygnus/speedup2 cygnus/speedup3}
cygnus/speedup1					MSFLY1
cygnus/speedup2					MSFLY2
cygnus/speedup3					MSFLY3
cygnus/open						GLDRW
cygnus/close					GLAWY
cygnus/reload					RKTRLD
cygnus/grenadeshot				GLFIRE
cygnus/grenadeexplode			GLEXP
cygnus/present					PRSNT

//==========================Buster Rifle==========================
buster/draw						BUSTUP
buster/holster					BUSTDN
fuzzy/plasma					PLAZ1
$volume fuzzy/plasma 0.56
fuzzy/pdeath					PLAZ2
buster/rocket					BRCKT
buster/explosion				BRKXP
buster/pin						BRPIN
buster/pinback					PINBAK
$volume buster/pinback 0.70
buster/pinforward				PINFOR
$volume buster/pinforward 0.70
buster/chargeloop1				BRIDL
buster/chargeloop2				BRIDL2
buster/railshot					RLSHT
$volume buster/railshot 0.70
buster/dryfire					DRYFIR
//Sounds lifted from Samsara, thanks Term
quakeweps/lightningstart        LSTART
quakeweps/lightning             LGHTNG


//========================Daibatana=========================================
daibatana/ballhit				BALHIT
$random daibatana/ballhitworld	{daibatana/ballhitworld1 daibatana/ballhitworld2}
daibatana/ballhitworld1			BALWOR1
daibatana/ballhitworld2			BALWOR2
$random daibatana/superhit		{daibatana/superhit1 daibatana/superhit2 daibatana/superhit3}
daibatana/superhit1				SPRML1
daibatana/superhit2				SPRML2
daibatana/superhit3				SPRML3
$random daibatana/supermiss		{daibatana/supermiss1 daibatana/supermiss2 daibatana/supermiss3 daibatana/supermiss4}
daibatana/supermiss1			SPRMS1
daibatana/supermiss2			SPRMS2
daibatana/supermiss3			SPRMS3
daibatana/supermiss4			SPRMS4

				
daibatana/crit					SMSHHT
daibatana/draw					DBDRW
daibatana/sheathe				DBAWY
daibatana/superballhit			SBALHT
daibatana/superballstart		SBAPR
daibatana/superballloop			SBFLY
daibatana/superballend			SBEND

$random daibatana/weakballhit	{daibatana/weakballhit1 daibatana/weakballhit2}
daibatana/weakballhit1			NORBAL1
daibatana/weakballhit2			NORBAL2
$random daibatana/swing			{daibatana/swing1 daibatana/swing2 daibatana/swing3 daibatana/swing4}
daibatana/swing1				BSWNG1
daibatana/swing2				BSWNG2
daibatana/swing3				BSWNG3
daibatana/swing4				BSWNG4
daibatana/spreadswing			SPRSWN
$random daibatana/pswing		{daibatana/pswing1 daibatana/pswing2}
daibatana/pswing1				PSWNG1
daibatana/pswing2				PSWNG2
$random daibatana/weakmelee		{daibatana/weakmelee1 daibatana/weakmelee2 daibatana/weakmelee3}
daibatana/weakmelee1			BMELE1
daibatana/weakmelee2			BMELE2
daibatana/weakmelee3			BMELE3
$volume daibatana/pswing 0.30
daibatana/fastpowerswing1		FSTBAT1
daibatana/fastpowerswing2		FSTBAT2

$volume buster/rocket 0.5
$limit fuzzy/pdeath 0


//===============================FLARE GUN========================================


ZTweapons/dryfire				dsdryfir
ZTweapons/holster				dsholstr

ZTweapons/flarefire				dsfgfire
$volume ZTweapons/flarefire	 0.25
ZTweapons/flareopen				dsfgopn
ZTweapons/flareload				dsfglod
ZTweapons/flareclose			dsfgcls
ZTweapons/flareexplode			dsfgexp


//===============================PLAKANOMICON========================================

brickbook/pickup				DWCHT
brickbook/draw					BOOKUP
brickbook/holster				BOOKDWN

Brickbook/pageturn				BKPAGE
Brickbook/brickup				BRICKUP
$volume brickbook/brickup 0.50
Brickbook/spellup				BRSPELL
$volume brickbook/spellup 0.50
Brickbook/javspell				JAVSPL
Brickbook/wallspell				WALSPL
$random brickbook/brickbounce 	{brickbounce1 brickbounce2 brickbounce3}
$volume brickbook/brickbounce 0.60
brickbounce1					BKBNC1
brickbounce2					BKBNC2
brickbounce3					BKBNC3
$random brickbook/stonebounce {stonebounce1 stonebounce2 stonebounce3}
$volume brickbook/stonebounce 0.60
stonebounce1					STNBNC1
stonebounce2					STNBNC2
stonebounce3					STNBNC3

Brickbook/brickthrow			BRTHW
$volume Brickbook/brickthrow 0.35
Brickbook/brickhit				BRHIT
$random Brickbook/brickbreak	{Brickbreak1 Brickbreak2 Brickbreak3}
brickbreak1						BRBRK1
brickbreak2						BRBRK2
brickbreak3						BRBRK3
$random Brickbook/stonebreak 	{stonebreak1 stonebreak2 stonebreak3}
stonebreak1						STNBRK1
stonebreak2						STNBRK2
stonebreak3						STNBRK3
$limit Brickbook/stonebreak 2

Brickbook/javthrow				JAVTHW
$volume brickbook/javthrow		0.50
$random brickbook/javbreak		{javbreak1 javbreak2}
javbreak1						JVBRK1
javbreak2						JVBRK2


brickbook/wallslide				WASLIDE
$random brickbook/wallexplode	{wallexplode1 wallexplode2 wallexplode3}
wallexplode1					WAEXP1
wallexplode2					WAEXP2
wallexplode3					WAEXP3


//===============================HAVOC REBOUNDER========================================

rebounder/draw					RBUP
rebounder/holster				RBDWN
rebounder/get					RBGET

rebounder/beam					HAVBEAM
$volume rebounder/beam			0.50
rebounder/armed					HAVRDY
$volume rebounder/armed			0.60
rebounder/chargeup				HAVCHG
$volume rebounder/chargeup 		0.50
$random rebounder/ricochet		{rebounder/ricochet1 rebounder/ricochet2 rebounder/ricochet3}
rebounder/ricochet1				RBRC1
rebounder/ricochet2				RBRC2
rebounder/ricochet3				RBRC3
rebounder/beamhit1				RBHIT1
rebounder/beamhit2				RBHIT2
rebounder/beamhit3				RBHIT3
rebounder/beamcrit				RBXLPD

rebounder/pulse					BNCFIR
$volume rebounder/pulse			0.60
rebounder/pulsehit1				BNHIT1
rebounder/pulsehit2				BNHIT2
rebounder/pulsehit3				BNHIT3
rebounder/pulseburst			BNXPLD
rebounder/pulsefloor1			FLOR1
rebounder/pulsefloor2			FLOR2
rebounder/pulsefloor3			FLOR3
rebounder/pulsebounce			BNBNC

//===============================CRATE=============================================

$random crate/pain				{crate/pain1 crate/pain2 crate/pain3}
crate/pain1						BOXHRT1								
crate/pain2						BOXHRT2								
crate/pain3						BOXHRT3	

$random crate/break				{crate/break1 crate/break2 crate/break3}
crate/break1					BOXDIE1
crate/break2					BOXDIE2
crate/break3					BOXDIE3