//New Voices from Project Brutality

//ZombieMan
$random grunt/sight { grunt/sight1
grunt/sight2
grunt/sight3
grunt/sight4
grunt/sight5
grunt/sight6
grunt/sight7
grunt/sight8
grunt/sight9
grunt/sight10
grunt/sight11 }

grunt/sight1	zomsit1
grunt/sight2	zomsit2
grunt/sight3	zomsit3
grunt/sight4	zomsit4
grunt/sight5	zomsit5
grunt/sight6	zomsit6
grunt/sight7	zomsit7
grunt/sight8	zomsit8
grunt/sight9	zomsit9
grunt/sight10	zomsit10
grunt/sight11	zomsit11

$volume grunt/sight 0.80

$random grunt/pain 
{ grunt/pain1
grunt/pain2
grunt/pain3
grunt/pain4
grunt/pain5
grunt/pain6
grunt/pain7
grunt/pain8
grunt/pain9
grunt/pain10
grunt/pain11 }

grunt/pain1		zompn1
grunt/pain2		zompn2
grunt/pain3		zompn3
grunt/pain4		zompn4
grunt/pain5		zompn5
grunt/pain6		zompn6
grunt/pain7		zompn7
grunt/pain8		zompn8
grunt/pain9		zompn9
grunt/pain10	zompn10
grunt/pain11	zompn11

$random grunt/death
{ grunt/death1
grunt/death2
grunt/death3
grunt/death4
grunt/death5
grunt/death6
grunt/death7 }

grunt/death1	zomdth1
grunt/death2	zomdth2
grunt/death3	zomdth3
grunt/death4	zomdth4
grunt/death5	zomdth5
grunt/death6	zomdth6
grunt/death7	zomdth7

$random grunt/active { grunt/active1 grunt/active2 grunt/active3 grunt/active4 grunt/active5 NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING }
grunt/active1	zomact1
grunt/active2	zomact2
grunt/active3	zomact3
grunt/active4	zomact4
grunt/active5	zomact5

$volume grunt/active 0.76

//Commando
$random commando/sight { ZCSIT1 ZCSIT2 ZCSIT3 ZCSIT4 }
ZCSIT1 ZCSIT1
ZCSIT2 ZCSIT2
ZCSIT3 ZCSIT3
ZCSIT4 ZCSIT4
ZCSIT5 ZCSIT5

$random commando/pain { ZCPAIN1 ZCPAIN2 ZCPAIN3 ZCPAIN4 }
ZCPAIN1 ZCPAIN1
ZCPAIN2 ZCPAIN2
ZCPAIN3 ZCPAIN3
ZCPAIN4 ZCPAIN4

$random commando/death { ZCDIE1 ZCDIE2 ZCDIE3 ZCDIE4 }
ZCDIE1 ZCDIE1
ZCDIE2 ZCDIE2
ZCDIE3 ZCDIE3
ZCDIE4 ZCDIE4

$random commando/active { ZCI1 ZCI2 ZCI3 ZCI4 ZCI5 }
ZCI1 ZCI1
ZCI2 ZCI2
ZCI3 ZCI3
ZCI4 ZCI4
ZCI5 ZCI5

//ZSPECOPS

$Random ZSpecOps/Sight	{ ZSPCSIG1 ZSPCSIG2 ZSPCSIG3 }
ZSPCSIG1	ZSPCSIG1
ZSPCSIG2	ZSPCSIG2
ZSPCSIG3	ZSPCSIG3
$Random ZSpecOps/MGun	{ ZSPCMGN1 ZSPCMGN2 }
ZSPCMGN1	DSRAIFR1
ZSPCMGN2	DSRAIFR2
$Random ZSpecOps/Pain	{ ZSPCPAI1 ZSPCPAI2 ZSPCPAI3 }
ZSPCPAI1	ZSPCPAI1
ZSPCPAI2	ZSPCPAI2
ZSPCPAI3	ZSPCPAI3
$Random ZSpecOps/Death	{ ZSPCDEA1 ZSPCDEA2 ZSPCDEA3 ZSPCDEA4 }
ZSPCDEA1	ZSPCDEA1
ZSPCDEA2	ZSPCDEA2
ZSPCDEA3	ZSPCDEA3
ZSPCDEA4	ZSPCDEA4
$Limit ZSpecOps/MGun	0
CMGFIR SMGFIRE
CMGSIL DSCMGSIL

//BruiserDemon
superbaron/scream dssbsit
superbaron/pain dssbpain
superbaron/death dssbdth
superbaron/act dssbact

//Terminator
monster/termsit tsight
monster/termpin tpain1
monster/termdth tdeath

$random Terminator/termact { termact1 termact2 }
termact1		dsteract
termact2		dsteact2
$random Terminator/terstepA { terstep1 terstep2 }
terstep1		 dststep1
terstep2		 dststep2
Terminator/terstepB dststep3
Terminator/tershotA dstshot1
Terminator/tershotB dstshot2

//RifleCommando
OPNGRN OPNGRN
weapons/pbarm dspiparm

//QuadSuperShotgunZombie
QSGFIRE1 QSGFIRE1

//Aracnorb
aracnorb/sight		dsaracst
aracnorb/death		dsaracdt
aracnorb/attack		dsaracfr

//Cyber Baron
cbaron/sight	cbarnsit
cbaron/pain	cbarnpai
cbaron/death	cbarndth
cbaron/active	cbarnact
cbaron/metal	cmetal

//Cyber Knight
monster/brusit dsbrusit
monster/brudth dsbrudth
$random monster/bruwlk  { DSBRUWK1 DSBRUWK2 DSBRUWK3 DSBRUWK4 DSBRUWK5 }
DSBRUWK1 DSBRUWK1
DSBRUWK2 DSBRUWK2
DSBRUWK3 DSBRUWK3
DSBRUWK4 DSBRUWK4
DSBRUWK5 DSBRUWK5
monster/brufir dsbrufir
weapons/hellex dshellex

//SuperDemon
superdemon/death	DSSUPDTH
superdemon/snarl	DSSUPSNA
superdemon/crash	DSSUPLND

//Dark Imps
$random dimp/pain { DImppain1 DImppain2 DImppain3 }
DImppain1 dimppn1
DImppain2 dimppn2
DImppain3 dimppn3

$random dimp/active { dimpact1 dimpact2 dimpact3 }
dimpact1 dimpact1
dimpact2 dimpact2
dimpact3 dimpact3

$random dimp/death { dimpdth1 dimpdth2 dimpdth3 }
dimpdth1 dimpdth1
dimpdth2 dimpdth2
dimpdth3 dimpdth3

$random dimp/see { dimpsit1 dimpsit2 dimpsit3 }
dimpsit1 dimpsit1
dimpsit2 dimpsit2
dimpsit3 dimpsit3

//SniperRifleGuy
SniperGuy/Fire			SNPRFIRE
SniperGuy/Reload		SNPRRELD
SniperGuy/Bulletloop	SNPRFLY

$Random SniperGuy/FleshHit { SNPRFHT1 SNPRFHT2 SNPRFHT3 }
SNPRFHT1	SNPRFHT1
SNPRFHT2	SNPRFHT2
SNPRFHT3	SNPRFHT3
$Volume SniperGuy/FleshHit 0.4

$Random SniperGuy/WallHit { SNPRWHT1 SNPRWHT2 SNPRWHT3 SNPRWHT4 }
SNPRWHT1	SNPRWHT1
SNPRWHT2	SNPRWHT2
SNPRWHT3	SNPRWHT3
SNPRWHT4	SNPRWHT4
$Volume SniperGuy/WallHit 0.4
