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SNDINFO
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NOTHING "SOUNDS/Misc/Nothing.wav"
////////////////////////////////////////////////////////PROJECT BRUTALITY SOUNDS
menu/activate "sounds/Menu/Select.ogg" // Activate a new menu
menu/backup "sounds/Menu/Back.ogg" // Backup to previous menu
menu/prompt dsswtchn // Activate a prompt "menu"
menu/cursor "sounds/Menu/MouseHover.ogg" // Move cursor up/down
menu/change "sounds/Menu/Slider.ogg" // Select new value for option
menu/invalid dsoof // Menu not available
menu/dismiss "sounds/Menu/Back.ogg" // Dismiss a prompt message
menu/choose "sounds/Menu/Select.ogg" // Choose a menu item
menu/clear "sounds/Menu/Back.ogg" // Close top menu
//UAC DMR
weapons/rifle/sniperfire "sounds/combat/weapons/Rifle caliber weapons/DMR/Sniper_Single_Shot.ogg"
weapons/rifle/scopesmall "sounds/combat/weapons/Rifle caliber weapons/DMR/HDMRSmolScope.ogg"
weapons/rifle/scopebig "sounds/combat/weapons/Rifle caliber weapons/DMR/HDMRBigScope.ogg"
weapons/rifle arf4
weapons/hdmr/fire arf5
weapons/rifle/magout "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGOUT.ogg"
weapons/rifle/magin "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGIN.ogg"
weapons/rifle/magchange "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAG_CHANGE.ogg"
weapons/rifle/magslap "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGSLAP.ogg"
// $random weapons/rifle { HVY1 HVY2 HVY3 }
// HVY1 "sounds/combat/weapons/DMR/HVY1.ogg"
// HVY2 "sounds/combat/weapons/DMR/HVY2.ogg"
// HVY3 "sounds/combat/weapons/DMR/HVY3.ogg"
weapons/rifle/magout "sounds/combat/weapons/DMR/DMR_MAGOUT.ogg"
weapons/rifle/magin "sounds/combat/weapons/DMR/DMR_MAGIN.ogg"
weapons/rifle/magchange "sounds/combat/weapons/DMR/DMR_MAG_CHANGE.ogg"
weapons/rifle/magslap "sounds/combat/weapons/DMR/DMR_MAGSLAP.ogg"
weapons/rocket/unchamber "sounds/combat/weapons/Rocket Launcher/RL_Unchamber.ogg"
weapons/rocket/magpop "sounds/combat/weapons/Rocket Launcher/RL_MagPop.ogg"
weapons/rocket/magplace "sounds/combat/weapons/Rocket Launcher/RL_MagPlace.ogg"
weapons/rocket/handling "sounds/combat/weapons/Rocket Launcher/RL_Handling.ogg"
weapons/rocket/seeker_painted "sounds/combat/weapons/Rocket Launcher/RL_SeekPainted.ogg"
weapons/rocket/seeker_lock "sounds/combat/weapons/Rocket Launcher/RL_SeekLock.ogg"
weapons/rocket/seeker_lost "sounds/combat/weapons/Rocket Launcher/RL_SeekLost01.ogg"
weapons/rocket/seeker_nofire "sounds/combat/weapons/Rocket Launcher/RL_SeekNoFire.ogg"
weapons/rocket/inspect0 "sounds/combat/weapons/Rocket Launcher/RL_Inspect0.ogg"
weapons/rocket/inspect1 "sounds/combat/weapons/Rocket Launcher/RL_Inspect1.ogg"
weapons/rocket/loadingmechanism1 "sounds/combat/weapons/Rocket Launcher/RL_LoadingMechanism.ogg"
weapons/rocket/loadingmechanism2 "sounds/combat/weapons/Rocket Launcher/RL_LoadingMechanism2.ogg"
weapons/rocket/innercycle "sounds/combat/weapons/Rocket Launcher/RL_InnerCycle.ogg"
//UAC DMR
weapons/rifle arf4
weapons/rifle/magout "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGOUT.ogg"
weapons/rifle/magin "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGIN.ogg"
weapons/rifle/magchange "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAG_CHANGE.ogg"
weapons/rifle/magslap "sounds/combat/weapons/Rifle caliber weapons/DMR/DMR_MAGSLAP.ogg"
//Items
ARMOR ARMOR
//Smart Scav Stuff
Ammocase/Open CASEOPN1
OPENMED CASEOPN2
//Damage Sphere
DDMGPU DDMGPU
//Power Up Sounds
SSPH SSPH
MEGASPH MEGASPH
INVUL INVUL
INVISIBL INVISIBL
DEM DEM
// Automap
misc/map_pickup VCD_PICK
// Skull Keys
pickups/skullkey SKULPKUP
// Key-Cards
pickups/keycard CARDPKUP
BERSPKUP BERSPKUP
CBOXPKUP CBOXPKUP
misc/radsuit_pickup RadSUp
//Effects Spark
//Lamp Sounds
$random DestroyedLamp { LAMPLOP1 LAMPLOP2 }
LAMPLOP1 LAMPLOP1
LAMPLOP2 LAMPLOP1
$rolloff DestroyedLamp 32 800
$random Sparks/Spawn { Sparks/Sound1 Sparks/Sound2 Sparks/Sound3 Sparks/Sound4 }
Sparks/Sound1 SPARKS1
Sparks/Sound2 SPARKS2
Sparks/Sound3 SPARKS3
Sparks/Sound4 SPARKS4
// Armor Bonus
misc/abonus_pickup SHARD_PI
//Fly
FlyBuzz DSBUZZ
$volume FlyBuzz 0.30
$limit FlyBuzz 12 250
$pitchshift FlyBuzz 3
//BackPack
BACKPCK BACKPCK
//Devices and Electronics
weapons/pbarm dspiparm
SHPODEXP SHPODEXP
$Limit SHPODEXP 0
SHDPFLY SHDPFLY
SHDPHIT SHDPHIT
$Limit SHDPHIT 0
SHDPDIE SHDPDIE
$Limit SHDPDIE 0
//GL
Weapons/GrenadeOpen DSGROPEN
Weapons/GrenadeLoad DSGRLOAD
$random weapon/grenade {bounce1 bounce2}
bounce1 hgrenb1a
bounce2 hgrenb2a
//Grenade case bounce sounds taken from Russian Overkill. Russian Overkill is by Pillowblaster. These sounds maybe temporary until a new sound or an original sound is found.
$random Weapons/GrenadeCaseBounce { grcsbounce1 grcsbounce2 grcsbounce3 grcsbounce4 grcsbounce5 grcsbounce6 }
grcsbounce1 CABRBNC1
grcsbounce2 CABRBNC2
grcsbounce3 CABRBNC3
grcsbounce4 CABRBNC4
grcsbounce5 CABRBNC5
grcsbounce6 CABRBNC6
//Freezer gun
Weapons/FreezerFire STNRFIRE2
Weapons/FreezerHit STNRHIT
Weapons/FreezerReady FRRDY
Weapons/FreezerFire FREFIRE
Weapons/FreezerRecharge FRSRLD
Weapons/CellEject CLEJECT
Weapons/CellKickIn CLKICKIN
Weapons/PistolDraw PSTDRAW
Weapons/PistolHolster PSTHOLS
Weapons/DeadMansClick DMANC
weapons/cryobowflyby FRZSTRM
DSBOWREL DSBOWREL
//Rocket Launcher
misc/rockboxa rockboxa
SEEKER SEEKER
RLCYC RLCYCLE
RLCYCLE RLCYCLE
RLCYCLE2 RLCYCLE2
RELOADRL RELOADRL
RLSHOT2 RLSHOT2
weapons/rocketloop rktloop
//Minigun
weapons/minigunfire2 DSMINIGL
weapons/minigunfire DSMINIGN
weapons/minigunfirefast DSMINIGF
CHAINSPI CHAINSPI
CHA1NSPI CHA1NSPI
//$volume CHAINSPI 0.65
8HAINFIR 8HAINFIR
DTHDLRST DTHDLRST
DTHDLRSP DTHDLRSP
DTHDRSN DTHDRSN
CHGNPKUP CHGNPKUP
//Heavy Machine Gun
HMGUP HMGUP
HMGHEAT HMGHEAT
8HAINAMO 8HAINAMO
8HAINAM1 8HAINAM1
DIBSTOP DIBSTOP
DIBSTART DIBSTART
weapons/chagan/spin CG_MOTOR
weapons/chaingun/stop CG_WINDD
weapons/chagan/stop CG_WINDD
weapons/chagan/start CG_WINDU
hmgun HMGFIRE
//$volume hmgun .6
emgun emgun
//Carbine
Weapons/Rifle/SFire 4AFLFIR1
//Autoshotgun
$random FLAKFIRE { SSALT1 SSALT2 SSALT3}
SSALT1 SSALT1
SSALT2 SSALT2
SSALT3 SSALT3
$rolloff FLAKFIRE 100 2200
H4SGCOCK H4SGCOCK
ASGIN ASGIN
ASGOUT ASGOUT
$random Weapons/AutoShotgun { XSG1 XSG2 XSG3 XSG4 XSG5 XSG6 XSG7 XSG8 }
XSG1 A4SGFIR1
XSG2 A4SGFIR2
XSG3 A4SGFIR3
XSG4 A4SGFIR4
XSG5 A4SGFIR5
XSG6 A4SGFIR6
XSG7 A4SGFIR7
XSG8 A4SGFIR8
//$volume Weapons/AutoShotgun 0.61
$rolloff Weapons/AutoShotgun 100 2200
//Bullet Flesh Impacts
$random bulletfleshimpact { bltf1 bltf2 bltf3 }
bltf1 BLT_FLS1
bltf2 BLT_FLS2
bltf3 BLT_FLS3
//SSG
$random weapons/shh2 { SSGAlt1 SSGAlt2 SSGAlt3 }
SSGAlt1 shfire1
SSGAlt2 shfire2
SSGAlt3 shfire3
$rolloff Weapons/shh2 100 2200
//Pump Shotty
weapons/sgmvpump stgnmvmp
SHOTPICK SHOTPICK
$random weapons/sg { 3AWFIRE1 3AWFIRE2 3AWFIRE3 3AWFIRE4 }
3AWFIRE1 3AWFIRE1
3AWFIRE2 3AWFIRE2
3AWFIRE3 3AWFIRE3
3AWFIRE4 3AWFIRE4
$rolloff Weapons/sg 100 2200
SlugShot SlugSS1
$rolloff SlugShot 100 2200
DRBTFIRE DRBTFIRE
$random insertshell { shellin1 shellin2 shellin3 shellin4 }
shellin1 shtload1
shellin2 shtload2
shellin3 shtload3
shellin4 shtload4
//Fists
weapons/fists_up FISTEQ1
weapons/fists_smash FISTSM1
$random weapons/fistwhoosh2 { F1STWH1 F1STWH2 F1STWH3 }
F1STWH1 F1STWH1
F1STWH2 F1STWH2
F1STWH3 F1STWH3
$random weapons/fistwhoosh { fwh1 fwh2 fwh3 fwh4 }
fwh1 fistwh1
fwh2 fistwh2
fwh3 fistwh3
fwh4 fistwh4
//Saw Stuff
sawswing CSAWCUT
sawswing2 CSAWSW1
//$volume sawswing 0.5
CSAWSTAT CSAWSTAT
$random Machete/Yum { Machete/Yum1 Machete/Yum2 Machete/Yum3 Machete/Yum4 Machete/Yum5 Machete/Yum6 }
Machete/Yum1 MCHYUM1
Machete/Yum2 MCHYUM2
Machete/Yum3 MCHYUM3
Machete/Yum4 MCHYUM4
Machete/Yum5 MCHYUM5
Machete/Yum6 MCHYUM6
//SMG's
weapons/smg_up DSRAIEQ
weapons/smg_out DSRAIFOU
weapons/smg_in DSRAIFIN
weapons/smg_click DSRAIFCK
weapons/smg_magfly1 DSRAICU
weapons/smg_magfly2 DSRAICV
$Random ZSpecOps/MGun { ZSPCMGN1 ZSPCMGN2 }
ZSPCMGN1 DSRAIFR1
ZSPCMGN2 DSRAIFR2
$Limit ZSpecOps/MGun 0
$rolloff ZSpecOps/MGun 100 2200
//MINES
MINE001 MINE001
MINE002 MINE002
Weapons/StickyBombTick SBMBTICK
weapons/rifle/up RIFCL_UP
$volume weapons/rifle 0.7
$rolloff weapons/rifle 100 2200
RIFCL_OU RIFCL_OU
RIFCL_IN RIFCL_IN
RIFCL_CL RIFCL_CLIK
RIFCL_CK RIFCL_CK
RAIL_ZM RAIL_ZM
RAIL_UZ RAIL_UZ
//Pistol
weapons/pistolup pistol_u
PSRLIN PSRLIN
PSRLOUT PSRLOUT
PSRLFIN PSRLFIN
weapons/pistolsuppressor_on PSLREQ1
weapons/pistolsuppressor_off PSLREQ2
weapons/suppressedpistol DSPISTL1
$random weapons/pistol {2PFIRE1 2PFIRE2 2PFIRE3}
2PFIRE1 2XPFIRE1
2PFIRE2 2XPFIRE2
2PFIRE3 2XPFIRE3
$volume weapons/pistol 0.8
$rolloff weapons/pistol 100 2200
$random weapons/smcasebounce { brc1 brc2 brc3 brc4 }
brc1 brass_c1
brc2 brass_c2
brc3 brass_c3
brc4 brass_c4
//Revolver
REVOUP REVOUP
$random revolver/fire { REVOFR1 REVOFR2 REVOFR3 }
REVOFR1 REVOFR1
REVOFR2 REVOFR2
REVOFR3 REVOFR3
$rolloff revolver/fire 100 2200
revolver/ricochet RICOCHET
Weapons/Revolver/Open REVOOPEN
Weapons/Revolver/Load REVOLOAD
Weapons/Revolver/Close REVOCLS
Weapons/Revolver/Click1 REVCLK1
Weapons/Revolver/Click2 REVCLK2
CYLNSPIN CYLNSPIN
//Slide Kicks
$random SlideKick/Start { SLYDSTRT1 SLYDSTRT2 SLYDSTRT3 }
SLYDSTRT1 SLIDSTR1
SLYDSTRT2 SLIDSTR2
SLYDSTRT3 SLIDSTR3
$random SlideKick/Loop { SLYDLUP1 SLYDLUP2 SLYDLUP3 SLYDLUP4 }
SLYDLUP1 SLIDLUP1
SLYDLUP2 SLIDLUP2
SLYDLUP3 SLIDLUP3
SLYDLUP4 SLIDLUP4
$random SlideKick/End { SLYDEND1 SLYDEND2 }
SLYDEND1 SLIDEND1
SLYDEND2 SLIDEND2
//Grenades
TIMGRN TIMGRN
ALRTGRN ALRTGRN
$rolloff TIMGRN 320 240
$rolloff ALRTGRN 400 320
OPNGRN OPNGRN
THRGRN THRGRN
GBOUNCE GBOUNCE
//Better Explosions
$random Explosion { rexpl1 rexpl2 rexpl3 rexpl4 rexpl5 rexpl6 rexpl7 rexpl8 rexpl9 rexpl10 rexpl11 rexpl12 rexpl13 }
rexpl1 expl_1
rexpl2 expl_2
rexpl3 expl_3
rexpl4 expl_4
rexpl5 expl_5
rexpl6 expl_6
rexpl7 expl_7
rexpl8 expl_8
rexpl9 expl_9
rexpl10 expl_10
rexpl11 expl_11
rexpl12 expl_12
rexpl13 expl_13
$random LightExplosion { rexpl14 rexpl15 }
rexpl14 expl_14
rexpl15 expl_15
$random excavator/explode { XEXPL_1 XEXPL_2 XEXPL_3 XEXPL_4 XEXPL_5 XEXPL_6 XEXPL_7 XEXPL_8}
XEXPL_1 XEXPL1
XEXPL_2 XEXPL2
XEXPL_3 XEXPL3
XEXPL_4 XEXPL4
XEXPL_5 XEXPL5
XEXPL_6 XEXPL6
XEXPL_7 XEXPL7
XEXPL_8 XEXPL8
$rolloff excavator/explode 1300 1800
$random handgrenade/Explosion { grexpl1 grexpl2 grexpl3 grexpl4 grexpl5 grexpl6 grexpl7 grexpl8 grexpl9 grexpl10 grexpl11 grexpl12 }
grexpl1 grxpl_01
grexpl2 grxpl_02
grexpl3 grxpl_03
grexpl4 grxpl_04
grexpl5 grxpl_05
grexpl6 grxpl_06
grexpl7 grxpl_07
grexpl8 grxpl_08
grexpl9 grxpl_09
grexpl10 grxpl_10
grexpl11 grxpl_11
grexpl12 grxpl_12
$rolloff handgrenade/Explosion 750 1200
// Health
misc/E_HP_pickup E_HEALTH
misc/L_HP_pickup L_HEALTH
misc/N_HP_pickup N_HEALTH
misc/hbonus_pickup S_HEALTH
$volume misc/hbonus_pickup 0.8
//Ricochets
$random world/ricochet { ricochet/hit }
$random ricochet/hit { world/ricochet1 world/ricochet2 world/ricochet3 world/ricochet4 world/ricochet5 world/ricochet6 world/ricochet7 world/ricochet8 world/ricochet9 world/ricochet10 world/ricochet11 world/ricochet12 world/ricochet13 world/ricochet14 world/ricochet15 world/ricochet16 }
world/ricochet1 ricoche1
world/ricochet2 ricoche2
world/ricochet3 ricoche3
world/ricochet4 ricoche4
world/ricochet5 ricoche5
world/ricochet6 ricoche6
world/ricochet7 ricoche7
world/ricochet8 ricoche8
world/ricochet9 ricoche9
world/ricochet10 ricoche10
world/ricochet11 ricoche11
world/ricochet12 ricoche12
world/ricochet13 ricoche13
world/ricochet14 ricoche14
world/ricochet15 ricoche15
world/ricochet16 ricoche16
$limit world/ricochet1 1
$limit world/ricochet2 1
$limit world/ricochet3 1
$limit world/ricochet4 1
$limit world/ricochet5 1
$limit world/ricochet6 1
$limit world/ricochet7 1
$limit world/ricochet8 1
$limit world/ricochet9 1
$limit world/ricochet10 1
$limit world/ricochet11 1
$limit world/ricochet12 1
$limit world/ricochet13 1
$limit world/ricochet14 1
$limit world/ricochet15 1
$limit world/ricochet16 1
$limit ricochet/hit 1
$limit world/ricochet 1
$rolloff world/ricochet1 200 700
$rolloff world/ricochet2 200 700
$rolloff world/ricochet3 200 700
$rolloff world/ricochet4 200 700
$rolloff world/ricochet5 200 700
$rolloff world/ricochet6 200 700
$rolloff world/ricochet7 200 700
$rolloff world/ricochet8 200 700
$rolloff world/ricochet9 200 700
$rolloff world/ricochet10 200 700
$rolloff world/ricochet11 200 700
$rolloff world/ricochet12 200 700
$rolloff world/ricochet13 200 700
$rolloff world/ricochet14 200 700
$rolloff world/ricochet15 200 700
$rolloff world/ricochet16 200 700
$rolloff world/ricochet 200 700
$volume ricochet/hit 0.7
$random world/ricochet { ricochet/hit world/blank1 }
$random ricochet/hit { world/ricochet1 world/ricochet2 world/ricochet3 world/ricochet4 world/ricochet5 world/ricochet6 world/ricochet7 }
world/ricochet1 ricoche1
world/ricochet2 ricoche2
world/ricochet3 ricoche3
world/ricochet4 ricoche4
world/ricochet5 ricoche5
world/ricochet6 ricoche6
world/ricochet7 ricoche7
world/blank1 blanksnd
world/blank2 blanksnd
$limit world/ricochet1 1
$limit world/ricochet2 1
$limit world/ricochet3 1
$limit world/ricochet4 1
$limit world/ricochet5 1
$limit world/ricochet6 1
$limit world/blank1 1
$limit world/blank2 1
$limit ricochet/hit 1
$limit world/ricochet 1
$rolloff world/ricochet1 200 700
$rolloff world/ricochet2 200 700
$rolloff world/ricochet3 200 700
$rolloff world/ricochet4 200 700
$rolloff world/ricochet5 200 700
$rolloff world/ricochet6 200 700
$rolloff world/ricochet7 200 700
$rolloff world/ricochet 200 700
$random puff/ric { puff/ric1 puff/ric2 puff/ric3 puff/ric4 puff/ric5 puff/ric6 puff/ric7 }
puff/ric1 dsrich1
puff/ric2 dsrich2
puff/ric3 dsrich3
puff/ric4 dsrich4
puff/ric5 dsrich5
puff/ric6 dsrich6
puff/ric7 dsrich7
M249 M249
M249R1 M249R1
M249R2 M249R2
M249R3 M249R3
M249R4 M249R4
$limit blooddrop 3
//Glass
DSBOTTLE DSBOTTLE
PillarGlassBreak GLSFAL
WINBREA WINBREA
//Barrel
weapons/barrelpain barrelz
BIGEXPL2 BIGEXPL2
$random barrel/pain { p1 p2 p3 p4 }
p1 barrel1
p2 barrel2
p3 barrel3
p4 barrel4
$random world/barrelloop { barlp1 barlp2 }
barlp1 BARLOOP1
barlp2 BARLOOP2
$volume world/barrelloop 0.35
$rolloff world/barrelloop linear 800 1200
$random Explosion { rexpl1 rexpl2 }
rexpl1 expl_1
rexpl2 expl_2
$random LightExplosion { rexpl15 }
rexpl15 expl_15
$random FAREXPL { FAREXPL0 FAREXPL1 FAREXPL2 }
FAREXPL0 FAREXPL0
FAREXPL1 FAREXPL1
FAREXPL2 FAREXPL2
$rolloff FAREXPL 3200 7400
$limit FAREXPL 4
$rolloff Explosion 1200 1800
$rolloff LightExplosion 1200 1800
$random dirtrain { BHITDIR1 BHITDIR2 BHITDIR3 BHITDIR4 BHITDIR5 }
BHITDIR1 BHITDIR1
BHITDIR2 BHITDIR2
BHITDIR3 BHITDIR3
BHITDIR4 BHITDIR4
BHITDIR5 BHITDIR5
////////////////////////////////////////////////////////
// Project Brutality Environment //
////////////////////////////////////////////////////////
//Fans and electrical stuff
floor/elec1 dselec1
$limit floor/elec1 20
// Default / Ground
step/default1 DSSTP1
step/default2 DSSTP2
step/default3 DSSTP3
step/default4 DSSTP4
$random step/default { step/default1 step/default2 step/default3 step/default4 }
// Water
step/water1 DSWTR1
step/water2 DSWTR2
step/water3 DSWTR3
step/water4 DSWTR4
$random step/water { step/water1 step/water2 step/water3 step/water4 }
water/bulletsplash DSSPLAS3
world/watersplash splash1
$volume world/watersplash 0.3
$rolloff world/watersplash 300 300
bigspl1 bigspl1
$limit world/watersplash 1
// Carpet
step/carpet1 DSCARP1
step/carpet2 DSCARP2
step/carpet3 DSCARP3
$random step/carpet { step/carpet1 step/carpet2 step/carpet3 }
// Dirt
step/dirt1 DSDIRT1
step/dirt2 DSDIRT2
step/dirt3 DSDIRT3
step/dirt4 DSDIRT4
step/dirt5 DSDIRT5
step/dirt6 DSDIRT6
$random step/dirt { step/dirt1 step/dirt2 step/dirt3 step/dirt4 step/dirt5 step/dirt6 }
// Gravel
step/gravel1 DSGRAV1
step/gravel2 DSGRAV2
step/gravel3 DSGRAV3
step/gravel4 DSGRAV4
$random step/gravel { step/gravel1 step/gravel2 step/gravel3 step/gravel4 }
// Hard
step/hard1 DSHARD1
step/hard2 DSHARD2
step/hard3 DSHARD3
step/hard4 DSHARD4
step/hard5 DSHARD5
step/hard6 DSHARD6
$random step/hard { step/hard1 step/hard2 step/hard3 step/hard4 step/hard5 step/hard6 }
// Metal A
step/metal/a1 DSMET01
step/metal/a2 DSMET02
step/metal/a3 DSMET03
step/metal/a4 DSMET04
step/metal/a5 DSMET05
step/metal/a6 DSMET06
$random step/metal/a { step/metal/a1 step/metal/a2 step/metal/a3 step/metal/a4 step/metal/a5 step/metal/a6 }
// Metal B (Thin Metals, Girders)
step/metal/b1 DSMET201
step/metal/b2 DSMET202
step/metal/b3 DSMET203
step/metal/b4 DSMET204
$random step/metal/b { step/metal/b1 step/metal/b2 step/metal/b3 step/metal/b4 }
// Rock
step/rock1 DSROCK1
step/rock2 DSROCK2
step/rock3 DSROCK3
step/rock4 DSROCK4
step/rock5 DSROCK5
step/rock6 DSROCK6
step/rock7 DSROCK7
step/rock8 DSROCK8
$random step/rock { step/rock1 step/rock2 step/rock3 step/rock4 step/rock5 step/rock6 step/rock7 step/rock8 }
// Snow
step/snow1 DSSNOW1
step/snow2 DSSNOW2
step/snow3 DSSNOW3
step/snow4 DSSNOW4
step/snow5 DSSNOW5
step/snow6 DSSNOW6
$random step/snow { step/snow1 step/snow2 step/snow3 step/snow4 step/snow5 step/snow6 }
// Tile A
step/tile/a1 DSTILE01
step/tile/a2 DSTILE02
step/tile/a3 DSTILE03
step/tile/a4 DSTILE04
step/tile/a5 DSTILE05
step/tile/a6 DSTILE06
$random step/tile/a { step/tile/a1 step/tile/a2 step/tile/a3 step/tile/a4 step/tile/a5 step/tile/a6 }
// Tile B (Hallways, Marble/Finer Tiles)
step/tile/b1 DSTILE21
step/tile/b2 DSTILE22
step/tile/b3 DSTILE23
step/tile/b4 DSTILE24
step/tile/b5 DSTILE25
step/tile/b6 DSTILE26
step/tile/b7 DSTILE27
step/tile/b8 DSTILE28
$random step/tile/b { step/tile/b1 step/tile/b2 step/tile/b3 step/tile/b4 step/tile/b5 step/tile/b6 step/tile/b7 step/tile/b8 }
// Wood
step/wood1 DSWOOD1
step/wood2 DSWOOD2
step/wood3 DSWOOD3
step/wood4 DSWOOD4
$random step/wood { step/wood1 step/wood2 step/wood3 step/wood4 }
// Slime
step/slime1 DSSLIME1
step/slime2 DSSLIME2
step/slime3 DSSLIME3
step/slime4 DSSLIME4
$random step/slime { step/slime1 step/slime2 step/slime3 step/slime4 }
// Slimy
step/slimy1 DSSLIMY1
step/slimy2 DSSLIMY2
step/slimy3 DSSLIMY3
step/slimy4 DSSLIMY4
$random step/slimy { step/slimy1 step/slimy2 step/slimy3 step/slimy4 }
// Lava
step/lava1 DSLAVA1
step/lava2 DSLAVA2
step/lava3 DSLAVA3
step/lava4 DSLAVA4
$random step/lava { step/lava1 step/lava2 step/lava3 step/lava4 }
world/lavasizzle dslvsiz
world/lavasizzle2 DSSIZLS
//Torches
BDFirePlace2 dsrdtrch
$limit BDfireplace2 2
$rolloff BDfireplace2 100 900
$volume BDFirePlace2 .20
props/redfire dsrdtrch
$random props/torchfire {props/redfire}
$volume props/torchfire .20
$rolloff props/redfire 100 800
$rolloff props/torchfire 100 900
$limit props/redfire 2
$limit props/torchfire 4
$volume props/redfire 0.2
$limit world/sludgegloop 2
$limit world/drip 2
$limit world/hotsiz 2
$limit world/lavasizzle 2
//Ice
ICEBRK1 ICEBRK1
$random IceBreakSmall { icebreaksmall1 icebreaksmall2 }
icebreaksmall1 ICBRKS1
icebreaksmall2 ICBRKS2
$random IceBreakMedium { icebreakmedium1 icebreakmedium2 }
icebreakmedium1 ICBRKM1
icebreakmedium2 ICBRKM2
$random IceBreakLarge { icebreaklarge1 icebreaklarge2 }
icebreaklarge1 ICBRKL1
icebreaklarge2 ICBRKL2
$random IceShardBounce { iceshardbounce1 iceshardbounce2 iceshardbounce3 }
iceshardbounce1 SHDBNC1
iceshardbounce2 SHDBNC2
iceshardbounce3 SHDBNC3
$random IceMelt { meltingice1 meltingice2 meltingice3 }
meltingice1 ICEMLT1
meltingice2 ICEMLT2
meltingice3 ICEMLT3