// HALF-LIFE SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences. // HUMAN GRUNTS HG_GREN0 hgrunt/clik(p120) grenade! clik HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik HG_GREN2 hgrunt/clik clik oh! shit! clik HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110) HG_GREN5 hgrunt/clik no! clik HG_GREN6 hgrunt/clik move! clik(p120) // Player Alert HG_ALERT0 hgrunt/(t30) we!(e80) got!(e80) two!(e80) bogies!(t20 p105), clik(p110) HG_ALERT1 hgrunt/clik(p110) target! clik HG_ALERT2 hgrunt/clik movement! clik HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik HG_ALERT4 hgrunt/(t20) clik(p110) squad!, get!(e80) heavy!, clik(p110) clik HG_ALERT5 hgrunt/(t20) clik squad!, neutralize!(e90) those! two!(e90) clik HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120) // Monster Alert HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120) // Take cover HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik HG_COVER1 hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clik HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik HG_COVER6 hgrunt/clik (t40) god! damn! clik HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik // Throw grenade HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120) HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik // Taunt HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik // Charge HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120) HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik HG_CHARGE2 hgrunt/clik go! clik(p120) HG_CHARGE3 hgrunt/clik lets! go! clik(p120) // Idle HG_IDLE0 hgrunt/gr_idle1 HG_IDLE1 hgrunt/gr_idle2 HG_IDLE2 hgrunt/gr_idle3 HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120) HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120) HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120) HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120) HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120) HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120) HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120) HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120) HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four everything, over clik HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120) HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120) HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120) HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120) HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120) HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120) HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120) HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110) HG_CLEAR10 hgrunt/clik (t40) sir, I(e80) here(e75) something clik HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120) HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120) HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110) HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130) //DECAY HG_05_01 decay/hgrunt/ht05_halfway HG_07_01 decay/hgrunt/ht07_tracking HG_07_02 decay/hgrunt/ht07_dontknow // HAZARD TEAM COMPUTER VOX HT01_0 deeoo (e95) attention (p103) doctor freeman, (e70) report to anomalous materials lab (e100) HT01_1 deeoo (e95) doctor cross and doctor green, you are required in the anomalous materials operations center (e100) HT01_2 deeoo (e95) all security personnel, check clearance with inspector white (e100) HT01_3 deeoo (e95) attention science team, decontamination required in anomalous materials lab (e100) HT01_4 dadeda (e95) attention. topside leave has not been authorized with administration (e100) HT01_5 buzwarn buzwarn (e95) warning. do not deactivate containment field systems (e100) HT01_6 bloop (e95) announcement. topside satellite communication dish has been disengaged (e100) HT01_7 dadeda (e95) laser containment system access is forbidden to inspection personnel (e100) HT01_8 bloop (e95) announcement. waste disposal control will proceed at one thirty five (e100) HT01_9 dadeda (e95) anomalous materials test not open to unauthorized personnel (e100) HT05_0 (p130) buzwarn buzwarn (p98 e95) attention. all science personnel evacuate level three immediately (e100) HT05_1 (p130) bizwarn bizwarn bizwarn (e95 p90) attention. this announcement system now (e100) under military command HT05_2 (p110) bizwarn bizwarn bizwarn (e95 p95) attention. black mesa announcement system now (e100) under military command HT05_3 (p110) bizwarn bizwarn bizwarn (e95 p95) attention science team, report to nearest security checkpoint (e100) immediately HT05_4 (p130) bizwarn bizwarn (p100 t15 e95) attention. all military personnel, (e100) intruder detected in level three HT05_5 (p130) buzwarn buzwarn (p90 e95) attention. all science personnel report to (e70) north transportation platform (e100) immediately HT05_6 (p130) buzwarn buzwarn (p95 e90) warning, unauthorized biological forms detected in (e70) ventillation system (e100) HT05_7 (p130) buzwarn buzwarn (p98 e95) charlie team reports bravo foxtrot johnson facility is secured HT05_8 (p130) buzwarn buzwarn (p98 e95) search and destroy squad alpha, reports secondary objective terminated // DECAY DOORS CROSSDOOR doctor cross access granted GREENDOOR doctor green access granted GREENDOOR2 doctor green access denied // doors, general NA0 access denied NA1 access is denied NA2 unauthorized access NA3 illegal access NA4 this door is locked NA5 unauthorized access NA6 entry forbidden NA7 entry not permitted NA8 no unauthorized personnel NA9 you do not have access to this facility NA10 (p102) sorry, you may not enter NA11 (p102) sorry, this door is locked NA12 (p102) please, move away from this area NA13 (p102) please, move away from door NA14 (p103) you will not get in NA15 (p103) entry is not an option NA16 (p104) will we do this all day NA17 (p104) move on immediately NA18 (p105) no, no, and no(p80) EA0 access granted EA1 access permitted EA2 entry granted EA3 entry permitted EA4 access authorized EA5 entry is permitted EA6 access authorized EA7 access to facility, granted EA8 access granted // doors, security lockout ND0 security lock is engaged ND1 secure area, no entry ND2 security lockout, no entry ND3 secure door, no entry ND4 security system in force ND5 security system armed, no entry ND6 door is secured ND7 illegal access, move away ED0 security lock disengaged ED1 security clear, proceed ED2 security lockout, released ED3 secure override accepted ED4 security access acknowledged ED5 security system disengaged ED6 door security disengaged // blast doors NF0 emergency blast door activated NF1 emergency blast shield activated NF3 the blast containment shield is down EF0 emergency blast door, open EF1 emergency blast shield, deactivated EF3 blast containment shield is, open // fire door NFIRE0 fire containment door is down EFIRE0 fire containment door, open // chemical door NCHEM0 chemical leak containment door activated ECHEM0 chemical leak containment door, open // radiation door NRAD0 radiation containment door activated ERAD0 radiation containment door, open // generic containment door NCON0 emergency containment door engaged ECON0 emergency containment door disengaged // broken locked door NG0 sorry, this door is inoperative NG1 sorry, door out of service NG2 door damage detected, please call service personnel // maintenance door NH0 no access, maintenance area NH1 no personnel permitted in maintenance area EH0 maintenance area access granted EH1 maintenance area door open // turrets, defensive systems T0 extreme hazard, defense system is armed in this zone T1 hazard area, defense system activated T2 danger, turret perimeter defense system armed T3 extreme hazard, nearest defense system engaged T4 danger, base defense turret system may power up T5 danger, automatic defense system activated // warnings WE0 warning, high voltage cable WE1 warning, high power cable WE2 warning, electric shock hazard WE3 warning, severe electric shock hazard // danger DR0 danger, radiation leak detected DR1 danger, radiation hazard detected DR2 danger, high radiation level detected DR3 danger, severe radiation hazard, evacuate area immediately DR4 danger, safety violation, extreme radiation level detected DC0 danger, chemical leak, area now a high health hazard DC1 danger, chemical coolant leak, health hazard zone DC2 danger, chemical containment breach, all personnel evacuate this area DC3 danger, supercooled chemical leak DC4 danger, supercooled helium leak DB0 danger, liquid biohazard leak in immediate area DB1 danger, coolant leak, severe biohazard now in this area DB2 danger, liquid biohazard released, evacuate area DB3 danger, biohazard detected in immediate area // training room TR_A three, two, one, deeoo(p110) TR_B deeoo(p110) (p102 t20) target system deactivated // HEV Suit // powerup HEV_AAx fvox/bell, HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day HEV_A0 fvox/bell, HEV_logon HEV_A1 fvox/blip blip(p130) powermove_on HEV_A2 fvox/blip blip powerarmor_on HEV_A3 fvox/blip blip(p130) atmospherics_on HEV_A4 fvox/blip blip vitalsigns_on boop, boop, boop HEV_A5 fvox/blip blip(p130) munitionview_on HEV_A6 fvox/blip blip communications_on HEV_A7 fvox/blip blip(p70) weaponselect_on HEV_A8 fvox/blip blip(p70) automedic_on HEV_A9 fvox/fuzz power_level_is onehundred percent HEV_A10 fvox/safe_day, bell // medical HEV_DEAD0 fvox/beep beep, beep beep, beep, beep, flatline HEV_DEAD1 fvox/beep beep, beep beep, beep, flatline HEV_MED0 fvox/(p140) boop, boop, boop, (p100) innsuficient_medical HEV_MED1 fvox/(p140) boop, boop, boop, (p100) automedic_on HEV_MED2 fvox/(p140) boop, boop, boop, (p100) administering_medical HEV_HEAL0 fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot HEV_HEAL1 fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped HEV_HEAL2 fvox/(p140) boop, boop, boop, (p100) bleeding_stopped HEV_HEAL3 fvox/(p140) boop, boop, boop, (p100) blood_plasma HEV_HEAL4 fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot HEV_HEAL5 fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot HEV_HEAL6 fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized HEV_HEAL7 fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot HEV_HEAL8 fvox/(p140) boop, boop, boop, (p100) medical_repaired HEV_DMG0 fvox/(p160) boop, boop, boop, (p100) minor_lacerations HEV_DMG1 fvox/(p160) boop, boop, boop, (p100) major_lacerations HEV_DMG2 fvox/(p160) boop, boop, boop, (p100) internal_bleeding HEV_DMG3 fvox/(p160) boop, boop, boop, (p100) blood_toxins HEV_DMG4 fvox/(p160) boop, boop, boop, (p100) minor_fracture HEV_DMG5 fvox/(p160) boop, boop, boop, (p100) major_fracture HEV_DMG6 fvox/(p160) boop, boop, boop, (p100) blood_loss HEV_DMG7 fvox/(p140) boop, boop, boop, (p100) seek_medic HEV_HLTH0 fvox/(p120) beep, beep, (p100) health_dropping HEV_HLTH1 fvox/(p120) beep, beep, (p100) health_dropping2 HEV_HLTH2 fvox/(p120) beep, beep, beep, (p100) health_critical HEV_HLTH3 fvox/(p120) beep, beep, beep, (p100) near_death HEV_HLTH4 fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area HEV_HLTH5 fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area HEV_HLTH6 fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately HEV_SHOCK fvox/(p120) beep, beep, (p100) warning, shock_damage HEV_FIRE fvox/(p120) beep, beep, (p100) warning, heat_damage // items HEV_AIM_ON fvox/blip targetting_system activated HEV_AIM_OFF fvox/blip targetting_system deactivated HEV_BATTERY fvox/blip get_battery acquired HEV_MEDKIT fvox/blip get_medkit(v80) HEV_PISTOL fvox/blip get_pistol acquired HEV_SHOTGUN fvox/blip get_shotgun HEV_GRENADE fvox/blip get_grenade acquired HEV_ASSAULT fvox/blip get_assault acquired HEV_44PISTOL fvox/blip get_44pistol acquired HEV_RPG fvox/blip get_rpg acquired HEV_SATCHEL fvox/blip get_satchel acquired HEV_TRIPMINE fvox/blip get_tripmine acquired HEV_HORNET fvox/blip get_alien_wpn HEV_SQUEEK fvox/blip get_alien_wpn HEV_EGON fvox/blip get_egon acquired HEV_GAUSS fvox/blip get_gauss acquired HEV_XBOW fvox/blip get_crossbow acquired HEV_9MM fvox/blip get_9mmclip acquired HEV_44AMMO fvox/blip get_44ammo acquired HEV_BUCKSHOT fvox/blip get_buckshot acquired HEV_BOLTS fvox/blip get_bolts acquired HEV_RPGAMMO fvox/blip get_rpgammo acquired HEV_AGRENADE fvox/blip get_assaultgren acquired HEV_EGONPOWER fvox/blip get_egonpower acquired // time //HEV_C1t fvox/bell time_is_now one AM //HEV_C13t fvox/bell time_is_now one PM // power levels HEV_D00 fvox/fuzz fuzz(p130), power_restored HEV_D01 fvox/fuzz fuzz(p80), hev_shutdown HEV_0P fvox/fuzz fuzz, power_below five percent HEV_1P fvox/fuzz fuzz, power_restored(e30), ten percent HEV_2P fvox/fuzz fuzz, power_restored(e30), fifteen percent HEV_3P fvox/fuzz fuzz, power_restored(e30), twenty percent HEV_4P fvox/fuzz fuzz, power_restored(e30), twenty five percent HEV_5P fvox/fuzz fuzz, power_restored(e30), thirty percent HEV_6P fvox/fuzz fuzz, power_restored(e30), thirty five percent HEV_7P fvox/fuzz fuzz, power_restored(e30), fourty percent HEV_8P fvox/fuzz fuzz, power_restored(e30), fourty five percent HEV_9P fvox/fuzz fuzz, power_restored(e30), fifty percent HEV_10P fvox/fuzz fuzz, power_restored(e30), fifty five percent HEV_11P fvox/fuzz fuzz, power_restored(e30), sixty percent HEV_12P fvox/fuzz fuzz, power_restored(e30), sixty five percent HEV_13P fvox/fuzz fuzz, power_restored(e30), seventy percent HEV_14P fvox/fuzz fuzz, power_restored(e30), seventy five percent HEV_15P fvox/fuzz fuzz, power_restored(e30), eighty percent HEV_16P fvox/fuzz fuzz, power_restored(e30), eighty five percent HEV_17P fvox/fuzz fuzz, power_restored(e30), ninety percent HEV_18P fvox/fuzz fuzz, power_restored(e30), ninety five percent HEV_19P fvox/fuzz fuzz, power_level_is onehundred percent // weapon/ammo HEV_AMO0 fvox/blip ammo_depleted // suit HEV_V0 fvox/blip, voice_on HEV_V1 fvox/blip, voice_off HEV_E0 fvox/buzz buzz, armor_gone HEV_E1 fvox/buzz, armor_gone HEV_E2 fvox/buzz, hev_critical_fail HEV_E3 fvox/buzz, hev_general_fail HEV_E4 fvox/buzz, hev_damage HEV_E5 fvox/buzz, powermove_overload // time remaining countdown //HEV_F10t fvox/bell time_remaining ten seconds //HEV_F15t fvox/bell time_remaining fifteen seconds //HEV_F20t fvox/bell time_remaining twenty seconds //HEV_F30t fvox/bell time_remaining thirty seconds // detections HEV_DET0 fvox/blip blip blip, biohazard_detected HEV_DET1 fvox/blip blip blip, chemical_detected HEV_DET2 fvox/blip blip blip, radiation_detected HEV_DET3 fvox/blip blip blip, bio_reading HEV_DET4 fvox/blip blip blip, antitoxin_shot(e50), onehundred percent HEV_DET5 fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent //HEV_GR0r fvox/range twenty meters(t60) //HEV_GR1r fvox/range nineteen meters //HEV_GR2r fvox/range eighteen meters // BARNEY BA_OK0 barney/ba_ok0 BA_OK1 barney/ba_ok1 BA_OK2 barney/ba_ok2 BA_OK3 barney/ba_ok3 BA_OK4 barney/ba_ok4 BA_OK5 barney/ba_ok5 BA_OK6 barney/letsmoveit BA_WAIT0 barney/ba_wait0 BA_WAIT1 barney/ba_wait1 BA_WAIT2 barney/ba_wait2 BA_WAIT3 barney/ba_wait3 BA_WAIT4 barney/ba_wait4 BA_HELLO0 barney/hellonicesuit BA_HELLO1 barney/howdy BA_HELLO2 barney/ba_hello0 BA_HELLO3 barney/ba_hello1 BA_DOOR0 barney/ba_door0 BA_DOOR1 barney/ba_door1 BA_QUESTION0 barney/beertopside BA_QUESTION1 barney/wayout BA_QUESTION2 barney/getanyworse BA_QUESTION3 barney/gladof38 BA_QUESTION4 barney/workingonstuff BA_QUESTION5 barney/wayout BA_QUESTION6 barney/whatsgoingon BA_QUESTION7 barney/aintscared BA_QUESTION8 barney/nodrill BA_QUESTION9 barney/gettingcloser BA_QUESTION10 barney/youhearthat BA_QUESTION11 barney/crewdied BA_QUESTION12 barney/somethingmoves BA_QUESTION13 barney/thinking BA_QUESTION14 barney/missingleg BA_ANSWER0 barney/noway BA_ANSWER1 barney/ireckon BA_ANSWER2 barney/soundsright BA_ANSWER3 barney/yessir BA_ANSWER4 barney/youbet BA_ANSWER5 barney/yougotit BA_ANSWER6 barney/yup BA_ANSWER7 barney/dontaskme BA_ANSWER8 barney/dontbet BA_ANSWER9 barney/dontbuyit BA_ANSWER10 barney/dontfigure BA_ANSWER11 barney/dontguess BA_ANSWER12 barney/hardtosay BA_ANSWER13 barney/justdontknow BA_ANSWER14 barney/nope BA_ANSWER15 barney/nosir BA_ANSWER16 barney/cantfigure BA_ANSWER17 barney/maybe BA_ANSWER18 barney/notelling BA_ANSWER19 barney/bequiet BA_ANSWER20 barney/youtalkmuch BA_ANSWER21 barney/alreadyasked // player is staring at scientist BA_STARE0 barney/ba_stare0 BA_STARE1 barney/ba_stare1 BA_STARE2 barney/ba_stare2 BA_STARE3 barney/ba_stare3 BA_IDLE0 barney/ba_idle0 BA_IDLE1 barney/ba_idle1 BA_IDLE2 barney/ba_idle2 BA_IDLE3 barney/ba_idle3 BA_IDLE4 barney/ba_idle4 BA_IDLE5 barney/ba_idle5 BA_IDLE6 barney/ba_idle6 BA_ATTACK0 barney/ba_attacking0 BA_ATTACK1 barney/ba_attacking1 BA_ATTACK2 barney/standback BA_ATTACK3 barney/ba_attacking2 BA_ATTACK4 barney/aimforhead BA_HEAR0 barney/hearsomething BA_HEAR1 barney/icanhear BA_HEAR2 barney/soundsbad BA_SMELL0 barney/somethingdied BA_SMELL1 barney/somethingstinky BA_SMELL2 barney/stench BA_CUREA barney/ba_cure0 BA_CUREB barney/ba_cure1 BA_CUREC barney/ba_cure1 BA_SCARED0 barney/ba_plfear0 BA_SCARED1 barney/leavealone BA_WOUND0 barney/imhit BA_WOUND1 barney/hitbad BA_MORTAL0 barney/hitbad //If you shoot Barney: BA_SHOT0 barney/ba_shot0 BA_SHOT1 barney/ba_shot1 BA_SHOT2 barney/ba_shot2 BA_SHOT3 barney/ba_whatyou //When Barney’s really pissed at you: BA_MAD0 barney/ba_mad0 BA_MAD1 barney/ba_iwish BA_MAD2 barney/ba_mad1 BA_MAD3 barney/ba_mad2 BA_MAD4 barney/ba_mad3 BA_MAD5 barney/ba_dontmake //When Barney’s killed something BA_KILL0 barney/ba_kill0 BA_KILL1 barney/ba_kill1 BA_KILL2 barney/ba_buttugly BA_KILL3 barney/ba_kill2 BA_KILL4 barney/ba_close BA_KILL5 barney/ba_firepl //If you use Barney before the disaster BA_POK0 decay/barney/ba_pok0 BA_POK1 decay/barney/ba_pok1 BA_POK2 decay/barney/ba_pok2 BA_POK3 decay/barney/ba_pok3 // if barney can't follow you BA_STOP0 barney/ba_stop0 BA_STOP1 barney/ba_stop1 //scripted_sentences //Accident Scripts BA_GOODMORN barney/ba_ht01_01 BA_DELETED barney/ba_ht01_02 BA_BIGDAY barney/ba_ht01_03 BA_SCANSTART barney/ba_ht01_04 BA_SCANDONE barney/ba_ht01_05 BA_REGISTER barney/ba_ht01_06 //Dormitories Scripts BA_SOLDIERS barney/ba_ht06_01 BA_CRUSH1 barney/ba_ht06_02 BA_CRUSH2 barney/ba_ht06_02_alt BA_GLADTOSEE barney/ba_ht06_03 BA_GLADTOSEE2 barney/ba_ht06_03_alt BA_NOTLEAVING1 barney/ba_ht06_04 BA_NOTLEAVING2 barney/ba_ht06_06 BA_NOTLEAVING3 barney/ba_ht06_07 BA_NOTLEAVING4 barney/ba_ht06_08 BA_LEAVING1 barney/ba_ht06_05 BA_LEAVING2 barney/ba_ht06_09 BA_DOORLOCKED barney/ba_ht06_10 BA_GOTPLAN barney/ba_ht06_11 //Central Transit Hub Scripts BA_MUSTSTAY barney/ba_opgate BA_ARRIVE barney/ba_ht07_01 BA_FOLLOW1 barney/ba_ht07_02 BA_FOLLOW2 barney/ba_ht07_03 BA_FOLLOW3 barney/ba_ht07_04 BA_FOLLOW4 barney/ba_ht07_05 BA_ACCESS barney/ba_ht07_06 BA_HARDDOORS barney/ba_ht07_07 BA_HUBCONTROL barney/ba_ht07_08 BA_FREEMANGUY barney/ba_ht07_09 BA_FILEROOM barney/ba_ht07_10 BA_BADCOMPANY barney/ba_ht07_11 BA_CLOSEGATES barney/ba_ht07_12 BA_NOENTRY barney/ba_ht07_13 BA_NOENTRY2 barney/ba_ht07_14 BA_NEEDREPAIRS barney/ba_ht07_15 BA_LOADINGDOOR barney/ba_ht07_16 BA_LUREBRIDGE barney/ba_ht07_17 BA_BRIDGE barney/ba_ht07_18 BA_PIZZA barney/ba_ht07_19 //All Clear Scripts BA_DEADMEAT1 barney/ba_ht08_01 BA_DEADMEAT2 barney/ba_ht08_01_alt BA_DEADMEAT3 barney/ba_ht08_01_alt2 BA_STICKCLOSE barney/ba_ht08_02 BA_TAKECOVER barney/ba_ht08_03 // SCIENTIST //training course (hazard course) TR_SCI_INTRO1 decay/scientist/tr_sci1_sensors TR_SCI_INTRO2 decay/scientist/tr_sci2_veryinteresting TR_SCI_INTRO3 decay/scientist/tr_sci3_welcome TR_SCI_INTRO4 decay/scientist/tr_sci4_legal TR_SCI_INTRO5 decay/scientist/tr_sci5_questions TR_SCI_INTRO6 decay/scientist/tr_sci6_holograph //scripted sentences for Decay SC_ACCIDENT01 decay/scientist/d01_sci01_waiting SC_ACCIDENT02 decay/scientist/d01_sci02_door SC_ACCIDENT03 decay/scientist/d01_sci03_reregister SC_ACCIDENT04 decay/scientist/d01_sci04_oneatatime SC_ACCIDENT05 decay/scientist/d01_sci05_bestillcross SC_ACCIDENT06 decay/scientist/d01_sci06_dontmovegreen SC_ACCIDENT07 decay/scientist/d01_sci07_spectrometer SC_ACCIDENT08 decay/scientist/d01_sci08_pushsample SC_ACCIDENT09 decay/scientist/d01_sci09_pushsample2 SC_ACCIDENT10 decay/scientist/d01_sci10_interesting SC_ACCIDENT11 decay/scientist/d01_sci11_shouldnthappen SC_ACCIDENT12 decay/scientist/d01_sci12_impossible SC_ACCIDENT13 decay/scientist/d01_sci13_jammed SC_ACCIDENT14 decay/scientist/d01_sci14_right SC_ACCIDENT15 decay/scientist/d01_sci15_onschedule SC_ACCIDENT16 decay/scientist/d01_sci16_standby SC_ACCIDENT17 decay/scientist/d01_sci17_secondary SC_ACCIDENT18 decay/scientist/d01_sci18_wontshutdown DY_BONUS_S01 scientist/b01_sci01_whereami DY_BONUS_S02 scientist/b01_sci02_briefcase DY_BONUS_S03 scientist/b01_sci03_sirplease SC_HUB01 decay/scientist/d06_sci01_lambdalabs SC_HUB02 decay/scientist/d06_sci02_contact SC_HUB05 decay/scientist/d06_sci05_launch SC_HUB07 decay/scientist/d06_sci07_worktodo SC_HANGAR01 decay/scientist/d08_sci01_idnumber SC_HANGAR02 decay/scientist/d08_sci02_scientists SC_HANGAR03 decay/scientist/d08_sci03_destroytrackers SC_HANGAR04 decay/scientist/d08_sci04_ceilinghatch SC_HANGAR05 decay/scientist/d08_sci05_osprey SC_YESOK scientist/yesok SC_OK0 scientist/icanhelp SC_OK1 scientist/fellowscientist SC_OK2 scientist/fine SC_OK3 scientist/hopeyouknow SC_OK4 scientist/leadtheway SC_OK5 scientist/letsgo SC_OK6 scientist/yesletsgo SC_OK7 scientist/yes3 SC_OK8 scientist/alright SC_WAIT0 scientist/beenaburden SC_WAIT1 scientist/safetyinnumbers SC_WAIT2 scientist/reconsider SC_WAIT3 scientist/whyleavehere SC_WAIT4 scientist/illwaithere SC_WAIT5 scientist/istay SC_WAIT6 scientist/illwait // fail to follow player any more SC_STOP0 scientist/stop1 SC_STOP1 scientist/stop2 SC_STOP2 scientist/dangerous SC_STOP3 scientist/stop4 // player is staring at scientist SC_STARE0 scientist/yees SC_STARE1 scientist/areyouthink SC_STARE2 scientist/perfume SC_HELLO0 scientist/hellothere SC_HELLO1 scientist/helloladies SC_HELLO2 scientist/afellowsci SC_HELLO3 scientist/greetings2 SC_HELLO4 scientist/hello SC_HELLO5 scientist/goodtoseeyou SC_HELLO6 scientist/newhevsuit SC_ANSWER0 scientist/notsure SC_ANSWER1 scientist/notcertain SC_ANSWER2 scientist/perhaps SC_ANSWER3 scientist/whocansay SC_ANSWER4 scientist/inconclusive SC_ANSWER5 scientist/theoretically SC_ANSWER6 scientist/idiotic SC_ANSWER7 scientist/lowervoice SC_ANSWER8 scientist/ofcourse SC_ANSWER9 scientist/absolutely SC_ANSWER10 scientist/yes SC_ANSWER11 scientist/ibelieveso SC_ANSWER12 scientist/right SC_ANSWER13 scientist/imsure SC_ANSWER14 scientist/positively SC_ANSWER15 scientist/nodoubt SC_ANSWER16 scientist/yees SC_ANSWER17 scientist/ofcoursenot SC_ANSWER18 scientist/absolutelynot SC_ANSWER19 scientist/noo SC_ANSWER20 scientist/idontthinkso SC_ANSWER21 scientist/completelywrong SC_ANSWER22 scientist/cantbeserious SC_ANSWER23 scientist/dontknow SC_ANSWER24 scientist/ridiculous SC_ANSWER25 scientist/shutup SC_ANSWER26 scientist/noguess SC_ANSWER27 scientist/stopasking SC_ANSWER28 scientist/justasked SC_ANSWER29 scientist/repeat SC_QUESTION0 scientist/everseen SC_QUESTION1 scientist/needsleep SC_QUESTION2 scientist/areyouthink SC_QUESTION3 scientist/evergetout SC_QUESTION4 scientist/rightwayout SC_QUESTION5 scientist/cantbeworse SC_QUESTION6 scientist/rescueus SC_QUESTION7 scientist/fascinating SC_QUESTION8 scientist/stimulating SC_QUESTION9 scientist/luckwillchange SC_QUESTION10 scientist/hearsomething SC_QUESTION11 scientist/doyousmell SC_QUESTION12 scientist/uselessphd SC_QUESTION13 scientist/waithere SC_QUESTION14 scientist/survival SC_QUESTION15 scientist/headcrab SC_QUESTION16 scientist/goodpaper SC_QUESTION17 scientist/catchone SC_QUESTION18 scientist/dinner SC_QUESTION19 scientist/alientrick SC_QUESTION20 scientist/alienappeal SC_QUESTION21 scientist/rumorclean SC_QUESTION22 scientist/nothostile SC_QUESTION23 scientist/announcer SC_QUESTION24 scientist/smellburn SC_QUESTION25 scientist/noidea SC_QUESTION26 scientist/whatnext SC_IDLE0 scientist/ipredictedthis SC_IDLE1 scientist/containfail SC_IDLE2 scientist/chaostheory SC_IDLE3 scientist/howinteresting SC_IDLE4 scientist/neverseen SC_IDLE5 scientist/peculiarmarks SC_IDLE6 scientist/sunsets SC_IDLE7 scientist/nogrant SC_IDLE8 scientist/bloodsample SC_IDLE9 scientist/administrator SC_IDLE10 scientist/improbable SC_IDLE11 scientist/organicmatter SC_IDLE12 scientist/crowbar SC_IDLE13 scientist/ihearsomething SC_NOGO scientist/dontgothere SC_MONST0 scientist/seeheadcrab SC_MONST1 scientist/importantspecies SC_HEAR0 scientist/ihearsomething SC_HEAR1 scientist/didyouhear SC_HEAR2 scientist/whatissound SC_SMELL0 scientist/somethingfoul SC_SMELL1 scientist/thatsmell SC_SMELL2 scientist/peculiarodor SC_SMELL3 scientist/stench SC_WOUND0 scientist/iwounded SC_WOUND1 scientist/iwounded2 SC_MORTAL0 scientist/iwoundedbad SC_MORTAL1 scientist/iwounded2 SC_CUREA scientist/youlookbad SC_CUREB scientist/youwounded SC_CUREC scientist/youneedmedic SC_HEAL0 scientist/heal1 SC_HEAL1 scientist/heal2 SC_HEAL2 scientist/youneedmedic, letstrythis SC_HEAL3 scientist/youlookbad, holdstill SC_HEAL4 scientist/youwounded, letstrythis SC_HEAL5 scientist/heal3 SC_HEAL6 scientist/heal4 SC_HEAL7 scientist/heal5 SC_PLFEAR0 scientist/whatyoudoing SC_PLFEAR1 scientist/canttakemore SC_PLFEAR2 scientist/madness SC_PLFEAR3 scientist/noplease SC_PLFEAR4 scientist/getoutofhere SC_PLFEAR5 scientist/sorryimleaving SC_FEAR0 scientist/nooo SC_FEAR1 scientist/startle2 SC_FEAR2 scientist/startle1 nooo SC_FEAR3 scientist/dontwantdie SC_FEAR4 scientist/getoutalive SC_FEAR5 scientist/startle3 SC_FEAR6 scientist/startle4 SC_FEAR7 scientist/startle5 SC_FEAR8 scientist/startle6 SC_FEAR9 scientist/startle7 SC_FEAR10 scientist/startle8 SC_FEAR11 scientist/startle9 SC_FEAR12 scientist/startle1 SC_SCREAM0 scientist/sci_fear1 SC_SCREAM1 scientist/sci_fear2 SC_SCREAM2 scientist/sci_fear3 SC_SCREAM3 scientist/sci_fear4 SC_SCREAM4 scientist/sci_fear5 SC_SCREAM5 scientist/sci_fear6 SC_SCREAM6 scientist/sci_fear7 SC_SCREAM7 scientist/sci_fear8 SC_SCREAM8 scientist/sci_fear9 SC_SCREAM9 scientist/sci_fear10 SC_SCREAM10 scientist/sci_fear11 SC_SCREAM11 scientist/sci_fear12 SC_SCREAM12 scientist/sci_fear13 SC_SCREAM13 scientist/sci_fear14 SC_SCREAM14 scientist/sci_fear15 SC_SCARED0 scientist/whatyoudoing SC_SCARED1 scientist/stopattacking SC_SCARED2 scientist/shesgonemad // predisaster scientist SC_PHELLO0 scientist/helloladies SC_PHELLO1 scientist/greetings2 SC_PHELLO2 scientist/goodtoseeyou SC_PHELLO3 scientist/greetings SC_PHELLO4 scientist/hello SC_PHELLO5 scientist/hellothere SC_PQUEST0 scientist/beverage SC_PQUEST1 scientist/statusreport SC_PQUEST2 scientist/tunnelcalc SC_PQUEST3 scientist/shakeunification SC_PQUEST4 scientist/correcttheory SC_PQUEST5 scientist/analysis SC_PQUEST6 scientist/purereadings SC_PQUEST7 scientist/newsample SC_PQUEST8 scientist/perfectday SC_PQUEST9 scientist/cascade SC_PQUEST10 scientist/delayagain SC_PQUEST11 scientist/softethics SC_PQUEST12 scientist/tunedtoday SC_PQUEST13 scientist/donuteater SC_PQUEST14 scientist/seencup SC_PQUEST15 scientist/hungryyet SC_PQUEST16 scientist/recalculate SC_PQUEST17 scientist/checkatten SC_PIDLE0 scientist/hideglasses SC_PIDLE1 scientist/weartie SC_PIDLE2 scientist/runtest SC_PIDLE3 scientist/limitsok SC_PIDLE4 scientist/asexpected SC_PIDLE5 scientist/thatsodd SC_PIDLE6 scientist/allnominal SC_PIDLE7 scientist/shutdownchart SC_PIDLE8 scientist/reportflux SC_PIDLE9 scientist/simulation SC_PIDLE10 scientist/hopenominal //If you use Scientists in Hazard Course SC_HAZ_OK0 holo/tr_sci_use //If you unuse Scientists in Hazard Course SC_HAZ_WAIT0 holo/tr_sci_unuse //Scientists in Hazard Course SC_GOODWORK holo/tr_sci_goodwork SC_HARDLYNOTICE holo/tr_sci_hardlynoticed SC_NEXTSTATION holo/tr_sci_nextstation //If you use Scientists before the disaster SC_POK0 scientist/underbarrel SC_POK1 scientist/undertest SC_POK2 scientist/assist SC_POK3 scientist/keller //miscellaneous useful scripts SC_LETYOUIN scientist/letyouin SC_OVERHERE scientist/overhere SC_1MUMBLE scientist/c1a0_sci_mumble SC_SAMPLE scientist/c1a0_sci_samp //ACCIDENT SHIAT - Remove and die0r SC_DIS1D scientist/c1a0_sci_dis1d SC_DIS2A scientist/c1a0_sci_dis2a SC_DIS3A scientist/c1a0_sci_dis3a SC_DIS5A scientist/c1a0_sci_dis5a SC_DIS6A scientist/c1a0_sci_dis6a SC_DIS7A scientist/c1a0_sci_dis7a SC_DIS9A scientist/c1a0_sci_dis9a SC_DIS10A scientist/c1a0_sci_dis10a SC_DIS11A scientist/c1a0_sci_dis11a SC_DIS15A scientist/c1a0_sci_dis15a SC_DIS16A scientist/c1a0_sci_dis16a //outtakes SC_OUTTAKE01 decay/scientist/ot01_nametag SC_OUTTAKE02 decay/scientist/ot02_nicergraphics SC_OUTTAKE03 decay/scientist/ot03_lookatme SC_OUTTAKE04 decay/scientist/ot04_eyesclosed SC_OUTTAKE05 decay/scientist/ot05_toilet1 SC_OUTTAKE06 decay/scientist/ot06_gorman1 SC_OUTTAKE07 decay/scientist/ot07_gorman2 SC_OUTTAKE08 decay/scientist/ot08_resetthestage SC_OUTTAKE09 decay/scientist/ot09_toilet2 SC_OUTTAKE10 decay/scientist/ot10_buttons SC_OUTTAKE11 decay/scientist/ot11_buttons2 SC_OUTTAKE12 decay/scientist/ot12_gorman3 SC_OUTTAKE13 decay/scientist/ot13_headcrab SC_OUTTAKE14 decay/scientist/ot14_toilet3 SC_OUTTAKE15 decay/scientist/ot15_gorman4 SC_OUTTAKE16 decay/scientist/ot16_typecasting SC_OUTTAKE17 decay/scientist/ot17_particleguy // NOISE/AMBIENCE // outdoor WILD0 ambience/(v30) quail1(p103), quail1(t10), quail1(p101) WILD1 ambience/bee1(v75) WILD2 ambience/bee2(p105) WILD3 ambience/hawk1(p98 v30) WILD4 ambience/hawk1(p105 v20) WILD5 ambience/(v50 p97) quail1, quail1(t15) WILD6 ambience/bee1(p98 v50) WILD7 ambience/bee1(p97) WILD8 ambience/quail1(p98 v20) WILD9 ambience/des_wind1(v50) WILD10 ambience/des_wind2(v50) WILD11 ambience/des_wind3(v50) WILD9 ambience/des_wind1(v40 p105) WILD10 ambience/des_wind2(v40 p98) WILD11 ambience/des_wind3(v40 p103) WILD12 ambience/wren1(v80) // rocket ROCKET0 ambience/steamburst1 ROCKET1 ambience/steamburst1(p80) ROCKET2 ambience/steamburst1(p120) ROCKET3 ambience/rocket_groan1 ROCKET4 ambience/rocket_groan2 ROCKET5 ambience/rocket_groan3 ROCKET6 ambience/rocket_groan4 // distant war zone FAR_WAR0 ambience/(v50) distantmortar1 FAR_WAR1 ambience/(v60) distantmortar2 FAR_WAR2 ambience/(v50) distantmortar3 FAR_WAR3 ambience/(v15) biggun3 FAR_WAR4 ambience/(v20) rifle2 FAR_WAR5 ambience/(v10 p120) jetflyby1 FAR_WAR6 ambience/(v10) mgun_burst4 FAR_WAR7 ambience/(v30) distantmortar1 distantmortar3 distantmortar2 FAR_WAR8 ambience/(v10) biggun2 biggun2 biggun2 FAR_WAR9 ambience/(v15) mgun_burst1 FAR_WAR10 ambience/(v20) biggun1 rifle2 FAR_WAR11 ambience/(v60) distantmortar1 distantmortar1, distantmortar2, distantmortar1 FAR_WAR12 ambience/(v30) distantmortar2, distantmortar2 distantmortar2 distantmortar2, distantmortar3 distantmortar1 FAR_WAR13 ambience/(v10) mgun_burst2 FAR_WAR14 ambience/(v15) mgun_burst3 mgun_burst3 FAR_WAR15 ambience/(v10) rifle1 rifle1 FAR_WAR16 ambience/(v10) biggun2, biggun2 biggun2 // near war zone NEAR_WAR0 ambience/(v60) mgun_burst3 mgun_burst3 mgun_burst3(v50) NEAR_WAR1 ambience/(v60) rifle1 rifle2 rifle2 rifle1 rifle1 NEAR_WAR2 ambience/(v60) alienflyby1 NEAR_WAR3 ambience/(v60) biggun3 biggun3 biggun3 NEAR_WAR4 ambience/(v60) mgun_burst4 mgun_burst3 rifle1 mgun_burst4 NEAR_WAR5 ambience/(v60) jetflyby1 NEAR_WAR6 ambience/(v60) mgun_burst4 mgun_burst3 NEAR_WAR7 ambience/distantmortar1 distantmortar3 distantmortar2 NEAR_WAR8 ambience/(v60) biggun2 biggun2 biggun2 biggun2(v30) NEAR_WAR9 ambience/(v60) mgun_burst1 mgun_burst1 rifle2 mgun_burst3 NEAR_WAR10 agrunt/(v40) ag_fire1 ag_fire2 ag_fire2 ag_fire1 NEAR_WAR11 ambience/distantmortar1 distantmortar1, distantmortar2 NEAR_WAR12 ambience/(v60) mgun_burst2 mgun_burst2 mgun_burst3 mgun_burst2 // ALIEN SLAVE SLV_IDLE0 aslave/slv_word1 slv_word2 SLV_IDLE1 aslave/slv_word2 slv_word3(p95) SLV_IDLE2 aslave/slv_word3 slv_word4 SLV_IDLE3 aslave/slv_word4 slv_word5 slv_word5(p90) SLV_IDLE4 aslave/slv_word2(p110) slv_word6 slv_word7 slv_word3 SLV_IDLE5 aslave/slv_word6 slv_word7 slv_word2 SLV_IDLE6 aslave/slv_word7 slv_word8 slv_word3 SLV_IDLE7 aslave/slv_word8 slv_word1 slv_word8 slv_word8(p95) SLV_IDLE8 aslave/slv_word1(p115) slv_word6 SLV_IDLE9 aslave/slv_word3 slv_word3(p90) SLV_IDLE10 aslave/slv_word7(p85) SLV_ALERT0 aslave/(p105) slv_alert1 slv_word2 SLV_ALERT1 aslave/(p105) slv_word8 slv_word8 slv_word8 slv_word5 SLV_ALERT2 aslave/(p105) slv_alert4 slv_word4 slv_alert3 SLV_ALERT3 aslave/(p108) slv_alert1 slv_word5 SLV_ALERT4 aslave/(p108) slv_word5(p110) slv_word8 slv_word8 SLV_ALERT5 aslave/(p108) slv_alert4 slv_word7 slv_alert1 //HOLOGRAM HOLO_3JUMPS holo/tr_holo_3jumps HOLO_BREAKBOX holo/tr_holo_breakbox HOLO_BREATH holo/tr_holo_breath HOLO_BUTTON holo/tr_holo_button HOLO_CHARGER holo/tr_holo_charger HOLO_COMMENCING holo/tr_holo_commencing HOLO_CONGRATS holo/tr_holo_congrats HOLO_DONE holo/tr_holo_done HOLO_DROWN holo/tr_holo_drown HOLO_DUCK holo/tr_holo_duck HOLO_FALLSHORT holo/tr_holo_fallshort HOLO_FANTASTIC holo/tr_holo_fantastic HOLO_FLASHLIGHT holo/tr_holo_flashlight HOLO_GREATWORK holo/tr_holo_greatwork HOLO_GRENADE holo/tr_holo_grenade HOLO_HITALL holo/tr_holo_hitall HOLO_INJURY holo/tr_holo_injury HOLO_INTRO holo/tr_holo_intro HOLO_JDUCK holo/tr_holo_jduck HOLO_JUMP holo/tr_holo_jump HOLO_JUMPDOWN holo/tr_holo_jumpdown HOLO_JUMPGAP holo/tr_holo_jumpgap HOLO_KEEPTRYING holo/tr_holo_keeptrying HOLO_LADDER holo/tr_holo_ladder HOLO_LEADGUARD holo/tr_holo_leadguard HOLO_LIGHTOFF holo/tr_holo_lightoff HOLO_LONGJUMP holo/tr_holo_longjump HOLO_MEDKIT holo/tr_holo_medkit HOLO_MOVE holo/tr_holo_move HOLO_NICEJOB holo/tr_holo_nicejob HOLO_PIPEDUCK holo/tr_holo_pipeduck HOLO_PULLBOX holo/tr_holo_pullbox HOLO_PUSHBOX holo/tr_holo_pushbox HOLO_RADIATION holo/tr_holo_radiation HOLO_RETRY holo/tr_holo_retry HOLO_RUNSTART holo/tr_holo_runstart HOLO_SPINBRIDGE holo/tr_holo_spinbridge HOLO_STARTLIFT holo/tr_holo_startlift HOLO_STEAM holo/tr_holo_steam HOLO_TARGET holo/tr_holo_target HOLO_TRYAGAIN holo/tr_holo_tryagain HOLO_USETRAIN holo/tr_holo_usetrain // DOCTOR KELLER DK_HELLO0 decay/keller/dk_hello0 DK_HELLO1 decay/keller/dk_hello1 DK_HELLO2 decay/keller/dk_hello2 DK_IDLE0 decay/keller/dk_idle0 DK_IDLE1 decay/keller/dk_idle1 DK_IDLE2 decay/keller/dk_idle2 DK_IDLE3 decay/keller/dk_idle3 DK_IDLE4 decay/keller/dk_idle4 DK_STARE0 decay/keller/dk_stare0 DK_STARE1 decay/keller/dk_stare1 DK_STARE2 decay/keller/dk_stare2 DK_OK0 decay/keller/dk_ok0 DK_OK1 decay/keller/dk_ok1 DK_OK2 decay/keller/dk_ok2 DK_WAIT0 decay/keller/dk_wait0 DK_WAIT1 decay/keller/dk_wait1 DK_WAIT2 decay/keller/dk_wait2 DK_WAIT3 decay/keller/dk_wait0 DK_STOP0 decay/keller/dk_stop0 DK_STOP1 decay/keller/dk_stop1 DK_STOP2 decay/keller/dk_stop2 // player attacks friend DK_SCARED0 decay/keller/dk_scared0 DK_SCARED1 decay/keller/dk_scared1 DK_SCARED2 decay/keller/dk_scared2 // player attacks Keller DK_PLFEAR0 decay/keller/dk_plfear0 DK_PLFEAR1 decay/keller/dk_plfear1 DK_PLFEAR2 decay/keller/dk_plfear2 DK_PLFEAR3 decay/keller/dk_plfear3 DK_FEAR0 decay/keller/dk_fear0 DK_FEAR1 decay/keller/dk_fear1 DK_FEAR2 decay/keller/dk_fear2 DK_FEAR3 decay/keller/dk_fear3 DK_FEAR4 decay/keller/dk_fear4 DK_FEAR5 decay/keller/dk_fear5 DK_FEAR6 decay/keller/dk_fear6 //DECAY - HT01ACCIDENT DK_HT01_01 decay/keller/dk_01_late DK_HT01_02 decay/keller/dk_01_kleiner DK_HT01_03 decay/keller/dk_01_started DK_HT01_04 decay/keller/dk_01_rosenberg DK_HT01_05 decay/keller/dk_01_concern DK_HT01_06 decay/keller/dk_01_decision DK_HT01_07 decay/keller/dk_01_storage DK_HT01_08 decay/keller/dk_01_tolman DK_HT01_09 decay/keller/dk_01_goodgrief DK_HT01_10 decay/keller/dk_01_spectrom DK_HT01_11 decay/keller/dk_01_needspect DK_HT01_12 decay/keller/dk_01_finished DK_HT01_13 decay/keller/dk_01_gonewrong DK_HT01_14 decay/keller/dk_01_yesgood DK_HT01_15 decay/keller/dk_01_cascade DK_HT01_16 decay/keller/dk_01_failed DK_HT01_17 decay/keller/dk_01_collapsed DK_HT01_18 decay/keller/dk_01_gottodeal DK_HT01_19 decay/keller/dk_01_survived DK_HT01_20 decay/keller/dk_01_plan DK_HT01_21 decay/keller/dk_01_shortcut //DECAY - HT03UPLINK DK_HT03_01 decay/keller/dk_03_notime //DECAY - HT04DAMPEN DK_HT04_01 decay/keller/dk_04_resetdamp DK_HT04_02 decay/keller/dk_04_secfirst DK_HT04_03 decay/keller/dk_04_bewary DK_HT04_04 decay/keller/dk_04_monsters DK_HT04_05 decay/keller/dk_04_letssee DK_HT04_06 decay/keller/dk_04_transmit DK_HT04_07 decay/keller/dk_04_testing DK_HT04_08 decay/keller/dk_04_excellent DK_HT04_09 decay/keller/dk_04_otherdamp DK_HT04_10 decay/keller/dk_04_primlock DK_HT04_11 decay/keller/dk_04_goonway DK_HT04_12 decay/keller/dk_04_onwaythen DK_HT04_13 decay/keller/dk_04_bulkhead DK_HT04_14 decay/keller/dk_04_weakspot DK_HT04_15 decay/keller/dk_04_interfere DK_HT04_16 decay/keller/dk_04_disenergy DK_HT04_17 decay/keller/dk_04_resetnow DK_HT04_18 decay/keller/dk_04_primreset DK_HT04_19 decay/keller/dk_04_toomuch DK_HT04_20 decay/keller/dk_04_ididit DK_HT04_21 decay/keller/dk_04_bringtram //DECAY - HT05DORMS DK_HT05_01 decay/keller/dk_05_mustseal DK_HT05_02 decay/keller/dk_05_gotodorms DK_HT05_03 decay/keller/dk_05_nofoolish DK_HT05_04 decay/keller/dk_05_otherside DK_HT05_05 decay/keller/dk_05_gladalive DK_HT05_06 decay/keller/dk_05_needguard DK_HT05_07 decay/keller/dk_05_needcodes DK_HT05_08 decay/keller/dk_05_haveguard DK_HT05_09 decay/keller/dk_05_havecode DK_HT05_10 decay/keller/dk_05_onceorbit //DECAY - HT07SIGNAL DK_HT07_01 decay/keller/dk_07_basement DK_HT07_02 decay/keller/dk_07_lockout DK_HT07_03 decay/keller/dk_07_online //DECAY - HT10FOCUS DK_HT10_01 decay/keller/dk_10_gammalabs DK_HT10_02 decay/keller/dk_10_beacon DK_HT10_03 decay/keller/dk_10_jammed DK_HT10_04 decay/keller/dk_10_goingon DK_HT10_05 decay/keller/dk_10_working //DECAY - HT11LASER DK_HT11_01 decay/keller/dk_11_upstairs DK_HT11_02 decay/keller/dk_11_unlock DK_HT11_03 decay/keller/dk_11_activate DK_HT11_04 decay/keller/dk_11_elevator DK_HT11_05 decay/keller/dk_11_matrixact DK_HT11_06 decay/keller/dk_11_greatdone DK_HT11_07 decay/keller/dk_11_bothin DK_HT11_08 decay/keller/dk_11_goodwork //DECAY - HT12FUBAR DK_HT12_01 decay/keller/dk_12_donewell DK_HT12_02 decay/keller/dk_12_followme DK_HT12_03 decay/keller/dk_12_netting DK_HT12_04 decay/keller/dk_12_mindopen DK_HT12_05 decay/keller/dk_12_whenstart DK_HT12_06 decay/keller/dk_12_mountgun DK_HT12_09 decay/keller/dk_12_surge DK_HT12_10 decay/keller/dk_12_attbeacon DK_HT12_11 decay/keller/dk_12_destroy DK_HT12_14 decay/keller/dk_12_thisisbad DK_HT12_15 decay/keller/dk_12_wedidit DK_HT12_17 decay/keller/dk_12_failed DK_HT12_18 decay/keller/dk_12_success DK_HT12_20 decay/keller/dk_12_beacon1 DK_HT12_21 decay/keller/dk_12_bunker DK_HT12_22 decay/keller/dk_12_deploy1 DK_HT12_23 decay/keller/dk_12_first100 DK_HT12_24 decay/keller/dk_12_firstgo DK_HT12_25 decay/keller/dk_12_second50 DK_HT12_26 decay/keller/dk_12_second80 DK_HT12_27 decay/keller/dk_12_second90 DK_HT12_28 decay/keller/dk_12_second100 DK_HT12_29 decay/keller/dk_12_final20 DK_HT12_30 decay/keller/dk_12_final75 DK_HT12_31 decay/keller/dk_12_final100 DK_HT12_32 decay/keller/dk_12_bunkeropen DK_HT12_33 decay/keller/dk_12_bunkerfail DK_HT12_34 decay/keller/dk_12_allactive DK_HT12_35 decay/keller/dk_12_blastbunker DK_HT12_36 decay/keller/dk_12_critical1 DK_HT12_37 decay/keller/dk_12_critical2 DK_HT12_38 decay/keller/dk_12_dontcare DK_HT12_39 decay/keller/dk_12_iiii DK_HT12_40 decay/keller/dk_12_radio // Dr. Rosenberg RO_OK0 bshift/rosenberg/ro_ok0 RO_OK1 bshift/rosenberg/ro_ok1 RO_OK2 bshift/rosenberg/ro_ok2 RO_OK3 bshift/rosenberg/ro_ok3 RO_OK4 bshift/rosenberg/ro_ok4 RO_OK5 bshift/rosenberg/ro_ok5 RO_OK6 bshift/rosenberg/ro_ok6 RO_OK7 bshift/rosenberg/ro_ok7 RO_WAIT0 bshift/rosenberg/ro_wait0 RO_WAIT1 bshift/rosenberg/ro_wait1 RO_WAIT2 bshift/rosenberg/ro_wait2 RO_WAIT3 bshift/rosenberg/ro_wait3 RO_WAIT4 bshift/rosenberg/ro_wait4 RO_STOP0 bshift/rosenberg/ro_stop0 RO_STOP1 bshift/rosenberg/ro_stop1 RO_STOP2 bshift/rosenberg/ro_stop2 RO_STOP3 bshift/rosenberg/ro_stop3 RO_STOP4 bshift/rosenberg/ro_stop4 RO_WOUND0 bshift/rosenberg/ro_wound0 RO_WOUND1 bshift/rosenberg/ro_wound1 RO_MORTAL0 bshift/rosenberg/ro_mortal0 RO_MORTAL1 bshift/rosenberg/ro_mortal1 RO_CUREA bshift/rosenberg/ro_cure0 RO_CUREB bshift/rosenberg/ro_cure1 RO_CUREC bshift/rosenberg/ro_cure2 RO_HEAL0 bshift/rosenberg/ro_heal0 RO_HEAL1 bshift/rosenberg/ro_heal1 RO_HEAL2 bshift/rosenberg/ro_heal2 RO_HEAL3 bshift/rosenberg/ro_heal3 RO_HEAL4 bshift/rosenberg/ro_heal4 RO_PLFEAR0 bshift/rosenberg/ro_plfear0 RO_PLFEAR1 bshift/rosenberg/ro_plfear1 RO_PLFEAR2 bshift/rosenberg/ro_plfear2 RO_PLFEAR3 bshift/rosenberg/ro_plfear3 RO_PLFEAR4 bshift/rosenberg/ro_plfear4 RO_FEAR0 bshift/rosenberg/ro_fear0 RO_FEAR1 bshift/rosenberg/ro_fear1 RO_FEAR2 bshift/rosenberg/ro_fear2 RO_FEAR3 bshift/rosenberg/ro_fear3 RO_FEAR4 bshift/rosenberg/ro_fear4 RO_FEAR5 bshift/rosenberg/ro_fear5 RO_SCREAM0 bshift/rosenberg/ro_fear0 RO_SCREAM1 bshift/rosenberg/ro_fear1 RO_SCREAM2 bshift/rosenberg/ro_fear2 RO_SCREAM3 bshift/rosenberg/ro_fear3 RO_SCREAM4 bshift/rosenberg/ro_fear4 RO_SCREAM5 bshift/rosenberg/ro_fear5 RO_SCARED0 bshift/rosenberg/ro_scared0 RO_SCARED1 bshift/rosenberg/ro_scared1 RO_SCARED2 bshift/rosenberg/ro_scared2 //DECAY - HT01ACCIDENT RO_HT01_01 decay/rosenberg/ro_01_keller RO_HT01_02 decay/rosenberg/ro_01_spectrom RO_HT01_03 decay/rosenberg/ro_01_admin RO_HT01_04 decay/rosenberg/ro_01_realize RO_HT01_05 decay/rosenberg/ro_01_grudge RO_HT01_06 decay/rosenberg/ro_01_sigh RO_HT01_07 decay/rosenberg/ro_01_assure RO_HT01_08 decay/rosenberg/ro_01_chargers RO_HT01_09 decay/rosenberg/ro_01_alive RO_HT01_10 decay/rosenberg/ro_01_dampen RO_HT01_11 decay/rosenberg/ro_01_fields RO_HT01_12 decay/rosenberg/ro_01_yesright RO_HT01_13 decay/rosenberg/ro_01_callhelp RO_HT01_14 decay/rosenberg/ro_01_danger RO_HT01_15 decay/rosenberg/ro_01_touch RO_HT01_16 decay/rosenberg/ro_01_survived RO_HT01_17 decay/rosenberg/ro_01_leaving RO_HT01_18 decay/rosenberg/ro_01_letsgo //DECAY - HT02HAZARD RO_HT02_01 decay/rosenberg/ro_02_despite RO_HT02_02 decay/rosenberg/ro_02_elevator RO_HT02_03 decay/rosenberg/ro_02_waithere RO_HT02_04 decay/rosenberg/ro_02_moving RO_HT02_05 decay/rosenberg/ro_02_careful RO_HT02_06 decay/rosenberg/ro_02_thanks RO_HT02_07 decay/rosenberg/ro_02_follow RO_HT02_08 decay/rosenberg/ro_02_opendoor RO_HT02_09 decay/rosenberg/ro_02_madeit //DECAY - HT03UPLINK RO_HT03_01 decay/rosenberg/ro_03_surface RO_HT03_02 decay/rosenberg/ro_03_inside RO_HT03_03 decay/rosenberg/ro_03_makeway RO_HT03_04 decay/rosenberg/ro_03_madeit RO_HT03_05 decay/rosenberg/ro_03_notalign RO_HT03_06 decay/rosenberg/ro_03_aligned RO_HT03_07 decay/rosenberg/ro_03_notalign2 RO_HT03_08 decay/rosenberg/ro_03_rotated RO_HT03_09 decay/rosenberg/ro_03_perfect RO_HT03_10 decay/rosenberg/ro_03_toofar RO_HT03_11 decay/rosenberg/ro_03_excellent RO_HT03_12 decay/rosenberg/ro_03_keller RO_HT03_13 decay/rosenberg/ro_03_senddown RO_HT03_14 decay/rosenberg/ro_03_waithere //GINA //Use GINA_OK0 decay/gina/gina_use0 GINA_OK1 decay/gina/gina_use1 GINA_OK2 decay/gina/gina_use2 GINA_OK3 decay/gina/gina_use3 GINA_OK4 decay/gina/gina_use4 GINA_OK5 decay/gina/gina_use5 //Unuse GINA_WAIT0 decay/gina/gina_unuse0 GINA_WAIT1 decay/gina/gina_unuse1 GINA_WAIT2 decay/gina/gina_unuse2 GINA_WAIT3 decay/gina/gina_unuse3 GINA_WAIT4 decay/gina/gina_unuse4 //Attacks GINA_ATTACK0 decay/gina/gina_attack0 GINA_ATTACK1 decay/gina/gina_attack1 GINA_ATTACK2 decay/gina/gina_attack2 GINA_ATTACK3 decay/gina/gina_attack3 //Kills GINA_KILL0 decay/gina/gina_kill0 GINA_KILL1 decay/gina/gina_kill1 GINA_KILL2 decay/gina/gina_kill2 GINA_KILL3 decay/gina/gina_kill3 GINA_KILL4 decay/gina/gina_kill4 //Pain GINA_PAIN0 decay/gina/gina_pain0 GINA_PAIN1 decay/gina/gina_pain1 GINA_PAIN2 decay/gina/gina_pain2 GINA_PAIN3 decay/gina/gina_pain3 //Attacked GINA_ATTACKED0 decay/gina/gina_attacked0 GINA_ATTACKED1 decay/gina/gina_attacked1 GINA_ATTACKED2 decay/gina/gina_attacked2 GINA_ATTACKED3 decay/gina/gina_attacked3 //Death GINA_DIE0 decay/gina/gina_die0 GINA_DIE1 decay/gina/gina_die1 GINA_DIE2 decay/gina/gina_die2 //Mad GINA_MAD0 decay/gina/gina_mad0 GINA_MAD1 decay/gina/gina_mad1 GINA_MAD2 decay/gina/gina_mad2 //Stop GINA_STOP0 decay/gina/gina_stop0 GINA_STOP1 decay/gina/gina_stop1 GINA_STOP2 decay/gina/gina_stop2 //COLETTE //Use COL_OK0 decay/colette/colette_use0 COL_OK1 decay/colette/colette_use1 COL_OK2 decay/colette/colette_use2 COL_OK3 decay/colette/colette_use3 COL_OK4 decay/colette/colette_use4 COL_OK5 decay/colette/colette_use5 //Unuse COL_WAIT0 decay/colette/colette_unuse0 COL_WAIT1 decay/colette/colette_unuse1 COL_WAIT2 decay/colette/colette_unuse2 COL_WAIT3 decay/colette/colette_unuse3 COL_WAIT4 decay/colette/colette_unuse4 //Attacks COL_ATTACK0 decay/colette/colette_attack0 COL_ATTACK1 decay/colette/colette_attack1 COL_ATTACK2 decay/colette/colette_attack2 COL_ATTACK3 decay/colette/colette_attack3 //Kills COL_KILL0 decay/colette/colette_kill0 COL_KILL1 decay/colette/colette_kill1 COL_KILL2 decay/colette/colette_kill2 COL_KILL3 decay/colette/colette_kill3 COL_KILL4 decay/colette/colette_kill4 //Pain COL_PAIN0 decay/colette/colette_pain0 COL_PAIN1 decay/colette/colette_pain1 COL_PAIN2 decay/colette/colette_pain2 COL_PAIN3 decay/colette/colette_pain3 //Attacked COL_ATTACKED0 decay/colette/colette_attacked0 COL_ATTACKED1 decay/colette/colette_attacked1 COL_ATTACKED2 decay/colette/colette_attacked2 COL_ATTACKED3 decay/colette/colette_attacked3 //Death COL_DIE0 decay/colette/colette_die0 COL_DIE1 decay/colette/colette_die1 COL_DIE2 decay/colette/colette_die2 //Mad COL_MAD0 decay/colette/colette_mad0 COL_MAD1 decay/colette/colette_mad1 COL_MAD2 decay/colette/colette_mad2 //Stop COL_STOP0 decay/colette/colette_stop0 COL_STOP1 decay/colette/colette_stop1 COL_STOP2 decay/colette/colette_stop2