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// // HALF-LIFE 2 SPEECH SYSTEM SENTENCES.

// // Do not use TABS. Separate sentence-names from wave definitions with single
spaces only.
// // Sounds prefixed by "Q_" will be queued up for a while and played as soon as
the NPC is allowed to speak

// //CHARACTER SECTION

// //COMBINE SOLDIER

// // COMBINE SOLDIER

// // V_ indicates 'virtual' name or number


// // last letter indicates type: 'S' = soldier

// // soldier names, remembered by speaker:

// V_MYNAMES0 leader {Len 0.4}


// V_MYNAMES1 flash {Len 0.4}
// V_MYNAMES2 ranger {Len 0.4}
// V_MYNAMES3 hunter {Len 0.4}
// V_MYNAMES4 blade {Len 0.4}
// V_MYNAMES5 scar {Len 0.4}
// V_MYNAMES6 hammer {Len 0.4}
// V_MYNAMES7 sweeper {Len 0.4}
// V_MYNAMES8 swift {Len 0.4}
// V_MYNAMES9 fist {Len 0.4}
// V_MYNAMES10 sword {Len 0.4}
// V_MYNAMES11 savage {Len 0.4}
// V_MYNAMES12 tracker {Len 0.4}
// V_MYNAMES13 slash {Len 0.4}
// V_MYNAMES14 razor {Len 0.4}
// V_MYNAMES15 stab {Len 0.4}
// V_MYNAMES16 spear {Len 0.4}
// V_MYNAMES17 striker {Len 0.4}
// V_MYNAMES18 dagger {Len 0.4}

// // air support names:

// V_RNDNAMES0 ghost {Len 0.4}


// V_RNDNAMES1 reaper {Len 0.4}
// V_RNDNAMES2 nomad {Len 0.4}
// V_RNDNAMES3 hurricane {Len 0.4}
// V_RNDNAMES4 phantom {Len 0.4}
// V_RNDNAMES5 judge {Len 0.4}
// V_RNDNAMES6 shadow {Len 0.4}
// V_RNDNAMES7 slam {Len 0.4}
// V_RNDNAMES8 stinger {Len 0.4}
// V_RNDNAMES9 storm {Len 0.4}
// V_RNDNAMES10 vamp {Len 0.4}
// V_RNDNAMES11 winder {Len 0.4}
// V_RNDNAMES12 star {Len 0.4}
// //phonetic alphabet/codes:

// V_RNDCODES0 apex {Len 0.4}


// V_RNDCODES1 ion {Len 0.4}
// V_RNDCODES2 jet {Len 0.4}
// V_RNDCODES3 kilo {Len 0.4}
// V_RNDCODES4 mace {Len 0.4}
// V_RNDCODES5 nova {Len 0.4}
// V_RNDCODES6 payback {Len 0.4}
// V_RNDCODES7 sundown {Len 0.4}
// V_RNDCODES8 uniform {Len 0.4}
// V_RNDCODES9 boomer {Len 0.4}
// V_RNDCODES10 echo {Len 0.4}
// V_RNDCODES11 flatline {Len 0.4}
// V_RNDCODES12 helix {Len 0.4}
// V_RNDCODES13 ice {Len 0.4}
// V_RNDCODES14 quicksand {Len 0.4}
// V_RNDCODES15 payback {Len 0.4}
// V_RNDCODES16 ripcord {Len 0.4}

// //Numbers, remembered by speaker:

// V_MYNUMS0 zero {Len 0.4}


// V_MYNUMS1 one {Len 0.4}
// V_MYNUMS2 two {Len 0.4}
// V_MYNUMS3 three {Len 0.4}
// V_MYNUMS4 four {Len 0.4}
// V_MYNUMS5 five {Len 0.4}
// V_MYNUMS6 six {Len 0.4}
// V_MYNUMS7 seven {Len 0.4}
// V_MYNUMS8 eight {Len 0.4}
// V_MYNUMS9 niner {Len 0.4}

// // random numbers

// V_RNDNUMS0 zero {Len 0.4}


// V_RNDNUMS1 one {Len 0.4}
// V_RNDNUMS2 two {Len 0.4}
// V_RNDNUMS3 three {Len 0.4}
// V_RNDNUMS4 four {Len 0.4}
// V_RNDNUMS5 five {Len 0.4}
// V_RNDNUMS6 six {Len 0.4}
// V_RNDNUMS7 seven {Len 0.4}
// V_RNDNUMS8 eight {Len 0.4}
// V_RNDNUMS9 niner {Len 0.4}

// // numbers, must be in order, used for distance/heading to player use: V_DISTS


or V_DIRS

// V_NUMBERSS0 zero {Len 0.4}


// V_NUMBERSS1 one {Len 0.4}
// V_NUMBERSS2 two {Len 0.4}
// V_NUMBERSS3 three {Len 0.4}
// V_NUMBERSS4 four {Len 0.4}
// V_NUMBERSS5 five {Len 0.4}
// V_NUMBERSS6 six {Len 0.4}
// V_NUMBERSS7 seven {Len 0.4}
// V_NUMBERSS8 eight {Len 0.4}
// V_NUMBERSS9 niner {Len 0.4}
// V_NUMBERSS10 ten {Len 0.4}
// V_NUMBERSS11 eleven {Len 0.4}
// V_NUMBERSS12 twelve {Len 0.4}
// V_NUMBERSS13 thirteen {Len 0.4}
// V_NUMBERSS14 fourteen {Len 0.4}
// V_NUMBERSS15 fifteen {Len 0.4}
// V_NUMBERSS16 sixteen {Len 0.4}
// V_NUMBERSS17 seventeen {Len 0.4}
// V_NUMBERSS18 eighteen {Len 0.4}
// V_NUMBERSS19 nineteen {Len 0.4}
// V_NUMBERSS20 twenty {Len 0.4}
// V_NUMBERSS21 thirty {Len 0.4}
// V_NUMBERSS22 fourty {Len 0.4}
// V_NUMBERSS23 fifty {Len 0.4}
// V_NUMBERSS24 sixty {Len 0.4}
// V_NUMBERSS25 seventy {Len 0.4}
// V_NUMBERSS26 eighty {Len 0.4}
// V_NUMBERSS27 ninety {Len 0.4}
// V_NUMBERSS28 onehundred {Len 0.4}
// V_NUMBERSS29 twohundred {Len 0.4}
// V_NUMBERSS30 threehundred {Len 0.4}

// // rnd global, used to designate target

// V_G0_PLAYERS0 freeman3 {len 0.5}


// V_G0_PLAYERS1 anticitizenone {len 0.5}
// V_G0_PLAYERS2 targetone {len 0.5}
// V_G0_PLAYERS3 priority1objective {len 0.5}
// V_G0_PLAYERS4 phantom {len 0.5}
// V_G0_PLAYERS5 ghost2 {len 0.5}

// // sequential gobal numbers, used for counting enemies down

// V_SEQGLOBNBRS0 zero {Len 0.4}


// V_SEQGLOBNBRS1 one {Len 0.4}
// V_SEQGLOBNBRS2 two {Len 0.4}
// V_SEQGLOBNBRS3 three {Len 0.4}
// V_SEQGLOBNBRS4 four {Len 0.4}
// V_SEQGLOBNBRS5 five {Len 0.4}
// V_SEQGLOBNBRS6 six {Len 0.4}
// V_SEQGLOBNBRS7 seven {Len 0.4}
// V_SEQGLOBNBRS8 eight {Len 0.4}
// V_SEQGLOBNBRS9 niner {Len 0.4}
// V_SEQGLOBNBRS10 ten {Len 0.4}
// V_SEQGLOBNBRS11 eleven {Len 0.4}
// V_SEQGLOBNBRS12 twelve {Len 0.4}
// V_SEQGLOBNBRS13 thirteen {Len 0.4}
// V_SEQGLOBNBRS14 fourteen {Len 0.4}
// V_SEQGLOBNBRS15 fifteen {Len 0.4}
// V_SEQGLOBNBRS16 sixteen {Len 0.4}
// V_SEQGLOBNBRS17 seventeen {Len 0.4}
// V_SEQGLOBNBRS18 eighteen {Len 0.4}
// V_SEQGLOBNBRS19 nineteen {Len 0.4}
// V_SEQGLOBNBRS20 twenty {Len 0.4}

// //PAIN
// COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain}
// COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain}
// COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain}

// //DIE
// COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption
NPC_Combine.Death}
// COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption
NPC_Combine.Death}
// COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption
NPC_Combine.Death}

// //KICK
// COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26}
// COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31}

// // I am about to start shooting


// // Marc, for any sentences you want to caption, just add the closecaption entry
to the {Len} block as below
// // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
suppressing off1 {Len 0.96 closecaption}
// // To use a specified caption string, put it's name in there, too
// // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
suppressing off1 {Len 0.96 closecaption NPCSound.Caption}

// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS


suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert}
// COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp
off2 {Len 1.22 closecaption NPC_Combine.Alert}
// COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS
prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert}
// COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging
off1 {Len 1.45 closecaption NPC_Combine.Alert}
// COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45
closecaption NPC_Combine.Alert}

// // My enemy is close and I can see him

// COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1


{Len 0.87 closecaption NPC_Combine.Alert}
// COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting
off1 {Len 1.23 closecaption NPC_Combine.Alert}
// COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08
closecaption NPC_Combine.Alert}
// COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees
off3 {Len 1.45 closecaption NPC_Combine.Alert}

// // I am moving in

// COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1


{Len 1.36 closecaption NPC_Combine.Coord}
// COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1
{Len 1.15 closecaption NPC_Combine.Coord}
// COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15
closecaption NPC_Combine.Coord}
// COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin
off1 {Len 1.15 closecaption NPC_Combine.Coord}
// COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15
closecaption NPC_Combine.Coord}
// COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1
{Len 1.15 closecaption NPC_Combine.Coord}
// COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1
{Len 1.15 closecaption NPC_Combine.Coord}
// COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1
{Len 1.15 closecaption NPC_Combine.Coord}

// // I am still alert and pursuing enemy

// COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77


closecaption NPC_Combine.Coord}
// COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord}

// // UNDONE: Nobody has seen enemy in 10 seconds

// COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len


1.14 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1
{Len 1.05 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines
off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch,
teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES
V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert
off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}

// // UNDONE: Nobody has seen enemy in 5 seconds

// COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1


{Len 1.56 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len
1.19 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len
1.13 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1
{Len 1.13 closecaption NPC_Combine.RadioChatter}
// COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding
off1 {Len 0.98 closecaption NPC_Combine.RadioChatter}

// // I just saw a friendly die

// COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown


off1 {Len 1.28 closecaption NPC_Combine.Alert}
// COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated
off1 {Len 1.41 closecaption NPC_Combine.Alert}
// COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len
1.45 closecaption NPC_Combine.Alert}
// COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1
overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert}
// COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown,
hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert}

// // UNDONE: Just found enemy after lost long


// COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS,
goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert}
// COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS
off3 {Len 1.45 closecaption NPC_Combine.Alert}
// COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS
dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert}
// COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110),
range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert}

// // I am throwing a grenade

// COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS


extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade}
// COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade}
// COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
// COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
// COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four,
three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption
NPC_Combine.Grenade}

// //COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1


{Len 1.03}
// //COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!
(e90) the!(e60) hole!(e100) off1 {Len 1.37}

// // Enemy Grenade lands nearby (one man only)

// COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len


1.17 closecaption NPC_Combine.Grenade}
// COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17
closecaption NPC_Combine.Grenade}

// // Something dangerous nearby, need to run

// COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17}


// COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len
1.17}
// COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len
1.17}

// // Player Alert - first contact and I'm the squad leader

// COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim


V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13
closecaption NPC_Combine.Alert}
// COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS
meters off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid
V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters
bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS
degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3
{Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS
meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas
V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting
off2 {Len 1.13 closecaption NPC_Combine.Alert}
// COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim,
designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}

// // last soldier's hit damaged player significantly

// COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1


{Len 1.13}
// COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1
{Len 1.13}
// COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13}

// // Monster Alert - first contact and I'm the squad leader

// COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len


1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72
closecaption NPC_Combine.Alert}
// COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected
off1 {Len 1.72 closecaption NPC_Combine.Alert}

// // Monster Alert - by type

// COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1


{Len 1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector
V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch,
weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption
NPC_Combine.Alert}
// COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch,
wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption
NPC_Combine.Alert}

// COMBINE_MONST_CITIZENS0 npc/combine_soldier/vo/(v100) outbreak off1 {Len 1.72


closecaption NPC_Combine.Alert}

// COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target,


prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode
hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert}

// COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72


closecaption NPC_Combine.Alert}
// COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len
1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch,
weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption
NPC_Combine.Alert}

// COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics


off1 {Len 1.72 closecaption NPC_Combine.Alert}
// COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch,
wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption
NPC_Combine.Alert}

// // I killed a monster

// COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1


{Len 1.72 closecaption NPC_Combine.RadioChatter}
// COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3
{Len 1.72 closecaption NPC_Combine.RadioChatter}
// COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1
{Len 1.72 closecaption NPC_Combine.RadioChatter}

// // I was hit and it hurt. I'm taking cover (commented out in code)

// COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95


closecaption NPC_Combine.Coord}
// COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95
closecaption NPC_Combine.Coord}
// COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS
requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord}
// COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord}

// // I took damage but it didn't hurt much (commented out in code)

// COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective


off1(p120) on1 {Len 1.32}
// COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding
off2(p120) on1 {Len 1.32}
// COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS,
fullactive off1(p120) on1 {Len 1.32}

// // I'm the last guy in the squad

// COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2


overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch,
sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS,
outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption
NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS
isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown
off1 {Len 1.28 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun
off2 {Len 1.28 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1
overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last}
// COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder
off1 {Len 0.95 closecaption NPC_Combine.Last}

// // player is dead

// COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1


overwatchconfirmhvtcontained off3 {Len 0.82}
// COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1
overwatchtarget1sterilized off1 {Len 1.87}
// COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained
off2 {Len 1.38}
// COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch,
stabilizationteamhassector off1 {Len 1.38}
// COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS
secure off3 {Len 1.38}
// COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS
delivered off1 {Len 1.38}
// COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic
administer off1 {Len 1.38}

// // Idle statement - my status, no enemy

// COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS


dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
// COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles
off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
// COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2
{Len 2.97 closecaption NPC_Combine.RadioChatter}
// COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1
{Len 2.97 closecaption NPC_Combine.RadioChatter}
// COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby]
off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}

// // I'm asking a question while idle, which may be answered with affirmative

// COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound


off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len
1.56 closecaption NPC_Combine.RadioChatter}
// COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact,
readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56
closecaption NPC_Combine.RadioChatter}
// COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact
off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES
V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}

// // Answering affirmative

// COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57}


// COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57}
// COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57}
// COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57}
// COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES
V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57}

// // Answering all clear

// COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS


hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30}
// COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS
isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30}
// COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS
hasnegativemovement on1 off3(p120) {Len 2.30}
// COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1
off1(p120) {Len 2.30}
// COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120)
{Len 2.30}
// COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1
off3(p120) {Len 2.30}
// COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1
off1(p120) {Len 2.30}

// // Questioning if all clear

// COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3


{Len 1.63}
// COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3
{Len 1.63}
// COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len
1.63}

// //-----------------------------------------------------------------------------
// // METROPOLICE STARTS HERE
// //-----------------------------------------------------------------------------

// // hl2 map names - 24 names max

// V_MAPNAME0 default
// V_MAPNAME1 trainstation
// V_MAPNAME2 canals
// V_MAPNAME3 eli
// V_MAPNAME4 town
// V_MAPNAME5 coast
// V_MAPNAME6 prison
// V_MAPNAME7 c17
// V_MAPNAME8 citadel

// // _MAP__ substring in word in sentence is replaced with _MAPxx where xx is


mapnumber

// // location prefix by mapname (remembered) (duplicated for metropolice and


overwatch)

// // map 0 default
// V_G1_LOCATION_MAP00P0 block
// V_G1_LOCATION_MAP00P1 zone
// V_G1_LOCATION_MAP00P2 sector

// // map 1 trainstation
// V_G1_LOCATION_MAP01P0 stationblock
// V_G1_LOCATION_MAP01P1 transitblock
// V_G1_LOCATION_MAP01P2 workforceintake

// // map 2 canals
// V_G1_LOCATION_MAP02P0 canalblock
// V_G1_LOCATION_MAP02P1 stormsystem
// V_G1_LOCATION_MAP02P2 wasteriver
// V_G1_LOCATION_MAP02P3 deservicedarea

// // map 3 eli
// V_G1_LOCATION_MAP03P0 industrialzone
// V_G1_LOCATION_MAP03P1 restrictedblock
// V_G1_LOCATION_MAP03P2 repurposedarea

// // map 4 town
// V_G1_LOCATION_MAP04P0 condemnedzone
// V_G1_LOCATION_MAP04P1 infestedzone
// V_G1_LOCATION_MAP04P2 nonpatrolregion

// // map 5 coast
// V_G1_LOCATION_MAP05P0 externaljurisdiction
// V_G1_LOCATION_MAP05P1 stabilizationjurisdiction
// V_G1_LOCATION_MAP05P2 outlandzone

// // map 6 prison
// V_G1_LOCATION_MAP06P0 externaljurisdiction
// V_G1_LOCATION_MAP06P1 stabilizationjurisdiction

// // map 7 c17
// V_G1_LOCATION_MAP07P0 residentialblock
// V_G1_LOCATION_MAP07P1 404zone
// V_G1_LOCATION_MAP07P2 distributionblock
// V_G1_LOCATION_MAP07P3 productionblock

// // map 8 citadel
// V_G1_LOCATION_MAP08P0 highpriorityregion
// V_G1_LOCATION_MAP08P1 terminalrestrictionzone
// V_G1_LOCATION_MAP08P2 controlsection

// // player names by mapname (remembered) (duplicated for metropolice and


overwatch)

// V_G2_SUSPECT_MAP00P0 subject

// V_G2_SUSPECT_MAP01P0 citizen
// V_G2_SUSPECT_MAP01P1 UPI
// V_G2_SUSPECT_MAP01P2 subject

// V_G2_SUSPECT_MAP02P0 subject
// V_G2_SUSPECT_MAP02P1 noncitizen
// V_G2_SUSPECT_MAP02P2 sociocide
// V_G2_SUSPECT_MAP02P3 anticitizen

// V_G2_SUSPECT_MAP03P0 anticitizen
// V_G2_SUSPECT_MAP03P1 subject

// V_G2_SUSPECT_MAP04P0 freeman
// V_G2_SUSPECT_MAP04P1 subject
// V_G2_SUSPECT_MAP04P2 anticitizen

// V_G2_SUSPECT_MAP05P0 freeman
// V_G2_SUSPECT_MAP05P1 sociocide

// V_G2_SUSPECT_MAP06P0 freeman
// V_G2_SUSPECT_MAP06P1 infection

// V_G2_SUSPECT_MAP07P0 freeman

// V_G2_SUSPECT_MAP08P0 freeman

// // rnd address suffix (remembered) (duplicated for metropolice and overwatch)


// V_G3_NUMBP0 zero
// V_G3_NUMBP1 one
// V_G3_NUMBP2 two
// V_G3_NUMBP3 three
// V_G3_NUMBP4 four
// V_G3_NUMBP5 five
// V_G3_NUMBP6 six
// V_G3_NUMBP7 seven
// V_G3_NUMBP8 eight
// V_G3_NUMBP9 nine

// // sequential global numbers, used for counting enemies down (duplicated for
metropolice and overwatch)

// V_SEQG0_NBRP0 one {Len 0.4}


// V_SEQG0_NBRP1 two {Len 0.4}
// V_SEQG0_NBRP2 three {Len 0.4}
// V_SEQG0_NBRP3 four {Len 0.4}
// V_SEQG0_NBRP4 five {Len 0.4}
// V_SEQG0_NBRP5 six {Len 0.4}
// V_SEQG0_NBRP6 seven {Len 0.4}
// V_SEQG0_NBRP7 eight {Len 0.4}
// V_SEQG0_NBRP8 nine {Len 0.4}
// V_SEQG0_NBRP9 ten {Len 0.4}
// V_SEQG0_NBRP10 eleven {Len 0.4}
// V_SEQG0_NBRP11 twelve {Len 0.4}
// V_SEQG0_NBRP12 thirteen {Len 0.4}
// V_SEQG0_NBRP13 fourteen {Len 0.4}
// V_SEQG0_NBRP14 fifteen {Len 0.4}
// V_SEQG0_NBRP15 sixteen {Len 0.4}
// V_SEQG0_NBRP16 seventeen {Len 0.4}
// V_SEQG0_NBRP17 eighteen {Len 0.4}
// V_SEQG0_NBRP18 nineteen {Len 0.4}
// V_SEQG0_NBRP19 twenty {Len 0.4}

// // numbers, must be in order (duplicated for metropolice and overwatch)

// V_NUMBERSP0 zero {Len 0.4}


// V_NUMBERSP1 one {Len 0.4}
// V_NUMBERSP2 two {Len 0.4}
// V_NUMBERSP3 three {Len 0.4}
// V_NUMBERSP4 four {Len 0.4}
// V_NUMBERSP5 five {Len 0.4}
// V_NUMBERSP6 six {Len 0.4}
// V_NUMBERSP7 seven {Len 0.4}
// V_NUMBERSP8 eight {Len 0.4}
// V_NUMBERSP9 nine {Len 0.4}
// V_NUMBERSP10 ten {Len 0.4}
// V_NUMBERSP11 eleven {Len 0.4}
// V_NUMBERSP12 twelve {Len 0.4}
// V_NUMBERSP13 thirteen {Len 0.4}
// V_NUMBERSP14 fourteen {Len 0.4}
// V_NUMBERSP15 fifteen {Len 0.4}
// V_NUMBERSP16 sixteen {Len 0.4}
// V_NUMBERSP17 seventeen {Len 0.4}
// V_NUMBERSP18 eighteen {Len 0.4}
// V_NUMBERSP19 nineteen {Len 0.4}
// V_NUMBERSP20 twenty {Len 0.4}
// V_NUMBERSP21 thirty {Len 0.4}
// V_NUMBERSP22 fourty {Len 0.4}
// V_NUMBERSP23 fifty {Len 0.4}
// V_NUMBERSP24 sixty {Len 0.4}
// V_NUMBERSP25 seventy {Len 0.4}
// V_NUMBERSP26 eighty {Len 0.4}
// V_NUMBERSP27 ninety {Len 0.4}
// V_NUMBERSP28 onehundred {Len 0.4}
// V_NUMBERSP29 twohundred {Len 0.4}
// V_NUMBERSP30 threehundred {Len 0.4}

// // random codes, player is criminal (duplicated for metropolice and overwatch)

// V_RNDCODECRIM_P0 criminaltrespass63
// V_RNDCODECRIM_P1 nonsanctionedarson51
// V_RNDCODECRIM_P2 posession69
// V_RNDCODECRIM_P3 publicnoncompliance507
// V_RNDCODECRIM_P4 recklessoperation99
// V_RNDCODECRIM_P5 resistingpacification148
// V_RNDCODECRIM_P6 riot404
// V_RNDCODECRIM_P7 fugitive17f
// V_RNDCODECRIM_P8 weapon94
// V_RNDCODECRIM_P9 alarms62
// V_RNDCODECRIM_P10 assault243
// V_RNDCODECRIM_P11 illegalcarrying95
// V_RNDCODECRIM_P12 unlawfulentry603

// // random codes, player is not criminal (duplicated for metropolice and


overwatch)

// V_RNDCODEPLR_P0 attemptedcrime27
// V_RNDCODEPLR_P1 disengaged647e
// V_RNDCODEPLR_P2 disturbingunity415
// V_RNDCODEPLR_P3 disturbancemental10-103m
// V_RNDCODEPLR_P4 illegalinoperation63s
// V_RNDCODEPLR_P5 threattoproperty51b

// // random action codes (duplicated for metropolice and overwatch)

// V_RNDACTP0 pressure
// V_RNDACTP1 document
// V_RNDACTP2 restrict
// V_RNDACTP3 intercede
// V_RNDACTP4 preserve
// V_RNDACTP5 search
// V_RNDACTP6 suspend
// V_RNDACTP7 investigate
// V_RNDACTP8 interlock
// V_RNDACTP9 isolate
// V_RNDACTP10 administer
// V_RNDACTP11 cauterize
// V_RNDACTP12 inject
// V_RNDACTP13 innoculate
// V_RNDACTP14 examine
// V_RNDACTP15 apply
// V_RNDACTP16 prosecute
// V_RNDACTP17 serve
// V_RNDACTP18 sterilize
// V_RNDACTP19 amputate
// V_RNDACTP20 lock

// // random number
// V_RNDNUMP0 zero {Len 0.4}
// V_RNDNUMP1 one {Len 0.4}
// V_RNDNUMP2 two {Len 0.4}
// V_RNDNUMP3 three {Len 0.4}
// V_RNDNUMP4 four {Len 0.4}
// V_RNDNUMP5 five {Len 0.4}
// V_RNDNUMP6 six {Len 0.4}
// V_RNDNUMP7 seven {Len 0.4}
// V_RNDNUMP8 eight {Len 0.4}
// V_RNDNUMP9 nine {Len 0.4}

// // unit names, remembered by speaker (duplicated for metropolice and overwatch)

// V_MYNAMEP0 defender
// V_MYNAMEP1 hero
// V_MYNAMEP2 jury
// V_MYNAMEP3 king
// V_MYNAMEP4 line
// V_MYNAMEP5 patrol
// V_MYNAMEP6 quick
// V_MYNAMEP7 roller
// V_MYNAMEP8 stick
// V_MYNAMEP9 tap
// V_MYNAMEP10 union
// V_MYNAMEP11 victor
// V_MYNAMEP12 xray
// V_MYNAMEP13 yellow
// V_MYNAMEP14 vice

// // unit numbers, remembered by speaker: (duplicated for metropolice and


overwatch)

// V_MYNUMP0 one
// V_MYNUMP1 two
// V_MYNUMP2 three
// V_MYNUMP3 four
// V_MYNUMP4 five
// V_MYNUMP5 six
// V_MYNUMP6 seven
// V_MYNUMP7 eight
// V_MYNUMP8 nine
// //V_MYNUMP9 15w40
// //V_MYNUMP10 15w3
// //V_MYNUMP11 15r9
// //V_MYNUMP12 15l30
// //V_MYNUMP13 15w2
// //V_MYNUMP14 13x2
// //V_MYNUMP15 11x25
// //V_MYNUMP16 9l14
// //V_MYNUMP17 6r3

// //
// // Death sounds
// METROPOLICE_DIE0 npc/overwatch/radiovoice/(v80) die1 on3 unitdownat
V_G1_LOCATION_MAP__P V_G3_NUMBP allteamsrespondcode3 V_IDIEDP off2 {Len 1.5
closecaption NPC_Combine.Death}
// METROPOLICE_DIE1 npc/overwatch/radiovoice/(v80) die2 on3 unitdownat
V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE2 npc/overwatch/radiovoice/(v80) die3 on3 lostbiosignalforunit
V_MYNAMEP V_MYNUMP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
// METROPOLICE_DIE3 npc/overwatch/radiovoice/(v80) die1 on3 V_MYNAMEP V_MYNUMP
unitdeserviced, remainingunitscontain V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE4 npc/overwatch/radiovoice/(v80) die2 on3 V_MYNAMEP V_MYNUMP
unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE5 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE6 npc/overwatch/radiovoice/(v80) die2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE7 npc/overwatch/radiovoice/(v80) die3 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE8 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption
NPC_Combine.Death}
// //
// // Alert sounds (unused currently) - see monst_player
// //
// METROPOLICE_GO_ALERT0 npc/metropolice/vo/(v100) on1 designatesuspectas
V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT1 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters
off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT2 npc/metropolice/vo/(v100) on2 contactwith243suspect,
V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT3 npc/metropolice/vo/(v100) on1 allunitsrespondcode3 off3
{Len 1.5 closecaption NPC_Combine.Alert}

// // location-specific alert sounds (unused currently)

// METROPOLICE_CANAL_ALERT0 npc/metropolice/vo/(v100) on1 suspectinstormrunoff


V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_UPTHERE_ALERT0 npc/metropolice/vo/(v100) on1 hesupthere off4 {Len


1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_WATER_ALERT0 npc/metropolice/vo/(v100) on1


suspectusingrestrictedcanals V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5
closecaption NPC_Combine.Alert}

// //
// // Pain sounds
// //
// METROPOLICE_PAIN0 npc/metropolice/(v60) pain1 {Len 0.30 closecaption
NPC_Combine.Pain}
// METROPOLICE_PAIN1 npc/metropolice/(v60) pain2 {Len 0.30 closecaption
NPC_Combine.Pain}
// METROPOLICE_PAIN2 npc/metropolice/(v60) pain3 {Len 0.26 closecaption
NPC_Combine.Pain}

// // Pain sounds (I'm still over 90% health, used only once)

// METROPOLICE_PAIN_LIGHT0 npc/metropolice/vo/(v100) on1 minorhitscontinuing off1


{Len 1.5 closecaption NPC_Combine.Pain}
// //METROPOLICE_PAIN_LIGHT1 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP is10-
108 off1 {Len 1.5 closecaption NPC_Combine.Pain}

// // Pain sounds (I'm under 25% health for the first time, used only once)

// METROPOLICE_PAIN_HEAVY0 npc/metropolice/vo/(v90) on1 11-99officerneedsassistance


off1 {Len 1.5 closecaption NPC_Combine.Pain}
// METROPOLICE_PAIN_HEAVY1 npc/metropolice/vo/(v90) on1 officerneedshelp off1 {Len
1.5 closecaption NPC_Combine.Pain}
// METROPOLICE_PAIN_HEAVY2 npc/metropolice/vo/(v90) on1 dispatchIneed10-78 off4
{Len 1.5 closecaption NPC_Combine.Pain}
// METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v90) on1 officerneedsassistance off4
{Len 1.5 closecaption NPC_Combine.Pain}
// //METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v100) on1 V_MYNAMEP
needsmedical11-99 off1 {Len 1.5 closecaption NPC_Combine.Pain}

// //
// // Idle sounds (precriminal)
// //

// // Simple idle sound, always used when not in squad, sometimes used when in
squad
// METROPOLICE_IDLE0 npc/metropolice/vo/(v50) on1 unitis10-8standingby off4 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE1 npc/metropolice/vo/(v50) on2 unitisonduty10-8 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE2 npc/metropolice/vo/(v50) on1 holdingon10-14duty off4 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE3 npc/metropolice/vo/(v50) on2 unitis10-65 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE4 npc/metropolice/vo/(v50) on1 code7 off3 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE5 npc/overwatch/radiovoice/(v50) on3 V_RNDCODEPLR_P inprogress,
respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE6 npc/overwatch/radiovoice/(v50) on3 airwatchcopiesnoactivity
V_G1_LOCATION_MAP__P V_G3_NUMBP off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE7 npc/overwatch/radiovoice/(v50) on3 V_RNDACTP V_RNDNUMP
V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // Check with squadmates


// METROPOLICE_IDLE_CHECK0 npc/metropolice/vo/(v50) on1 V_G1_LOCATION_MAP__P
V_G3_NUMBP ptatlocationreport off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK1 npc/metropolice/vo/(v50) on2 anyonepickup647e off4 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK2 npc/metropolice/vo/(v50) on2 stillgetting647e off3 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK3 npc/overwatch/radiovoice/(v50) on3 teamsreportstatus
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // Response to the check with squadmates


// METROPOLICE_IDLE_CLEAR0 npc/metropolice/vo/(v50) on1 clearno647no10-107 off1
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CLEAR1 npc/metropolice/vo/(v50) on2
wearesociostablethislocation off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CLEAR2 npc/metropolice/vo/(v50) on1 blockisholdingcohesive off1
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CLEAR3 npc/metropolice/vo/(v50) on2 control100percent off3 {Len
1.5 closecaption NPC_Combine.RadioChatter}

// // Ask a question to squadmates


// METROPOLICE_IDLE_QUEST0 npc/metropolice/vo/(v50) on1 anyonepickup647e off4 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST1 npc/metropolice/vo/(v50) on2 checkformiscount off1 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST2 npc/metropolice/vo/(v50) on1
catchthatbliponstabilization off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST3 npc/metropolice/vo/(v50) on2 pickingupnoncorplexindy
off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST4 npc/overwatch/radiovoice/(v50) on3 confirmupialert off2
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST5 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST6 npc/overwatch/radiovoice/(v50) on3
airwatchreportspossiblemiscount off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST7 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan,
recievingconflictingdata off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // Answer to a question asked


// METROPOLICE_IDLE_ANSWER0 npc/metropolice/vo/(v50) on1 copy off4 {Len 1.5}
// METROPOLICE_IDLE_ANSWER1 npc/metropolice/vo/(v50) on1 rodgerthat off1 {Len 1.5}
// METROPOLICE_IDLE_ANSWER2 npc/metropolice/vo/(v50) on2 ten4 off4 {Len 1.5}
// METROPOLICE_IDLE_ANSWER3 npc/metropolice/vo/(v50) on1 ten2 off1 {Len 1.5}
// METROPOLICE_IDLE_ANSWER4 npc/metropolice/vo/(v50) on2 ten97 off3 {Len 1.5}
// METROPOLICE_IDLE_ANSWER5 npc/metropolice/vo/(v50) on1 affirmative off1 {Len 1.5}
// METROPOLICE_IDLE_ANSWER6 npc/metropolice/vo/(v50) on2 affirmative2 off1 {Len
1.5}

// // Player is near, cop is harassing him


// METROPOLICE_IDLE_HARASS_PLAYER0 npc/metropolice/vo/(v70) on1 getoutofhere off1
{Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER1 npc/metropolice/vo/(v70) on1 movealong off4 {Len
1.5}
// METROPOLICE_IDLE_HARASS_PLAYER2 npc/metropolice/vo/(v70) on1 vacatecitizen off4
{Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER3 npc/metropolice/vo/(v70) on1
youwantamalcomplianceverdict off3 {Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER4 npc/metropolice/vo/(v70) on1 lookingfortrouble
off3 {Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER5 npc/metropolice/vo/(v70) on2
possiblelevel3civilprivacyviolator off3 {Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER6 npc/metropolice/vo/(v70) on2
possible647erequestairwatch off3 {Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER7 npc/metropolice/vo/(v70) on2 possible10-
103alerttagunits off4 {Len 1.5}
// METROPOLICE_IDLE_HARASS_PLAYER8 npc/metropolice/vo/(v70) on2 gota10-
107sendairwatch off3 {Len 1.5}

// //
// // Idle sounds (criminal)
// //
// V_RNDPUNISHP0 permanentoffworld
// V_RNDPUNISHP1 immediateamputation
// V_RNDPUNISHP2 halfreproductioncredits
// V_RNDPUNISHP3 halfrankpoints

// // Simple idle sound, always used when not in squad, sometimes used when in
squad
// METROPOLICE_IDLE_CR0 npc/metropolice/vo/(v50) on1 ten97suspectisgoa off3 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR1 npc/metropolice/vo/(v50) on2 suspect11-6my1020is
V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR2 npc/metropolice/vo/(v50) on1 ten8standingby off4 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR3 npc/metropolice/vo/(v50) on2 code100 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR5 npc/overwatch/radiovoice/(v50) on3 suspectisnow187 off2
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR6 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P
inprogress, allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP respond off2 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR7 npc/overwatch/radiovoice/(v50) on3
politistablizationmarginal off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR8 npc/overwatch/radiovoice/(v50) on3
restrictedincursioninprogress, officerat V_G1_LOCATION_MAP__P V_G3_NUMBP
investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR9 npc/overwatch/radiovoice/(v50) on3 socialfractureinprogress
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR10 npc/overwatch/radiovoice/(v50) on3
prematuremissiontermination V_RNDPUNISHP off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR11 npc/overwatch/radiovoice/(v50) on3 preparevisualdownload
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR12 npc/overwatch/radiovoice/(v50) on3 leadersreportratios
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR13 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P
inprogress, investigateandreport off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR14 npc/overwatch/radiovoice/(v50) on3 failuretotreatoutbreak
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR15 npc/overwatch/radiovoice/(v50) on3 antifatigueration3mg
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR16 npc/overwatch/radiovoice/(v50) on3 accomplicesoperating
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR17 npc/overwatch/radiovoice/(v50) on3
remindermemoryreplacement off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR18 npc/overwatch/radiovoice/(v50) on3 reminder100credits off2
{Len 1.5 closecaption NPC_Combine.RadioChatter}

// // Check with squadmates


// METROPOLICE_IDLE_CHECK_CR0 npc/metropolice/vo/(v50) on1 ptatlocationreport
V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR1 npc/metropolice/vo/(v50) on1
cprequestsallunitsreportin off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR2 npc/metropolice/vo/(v50) on2 cpbolforthat243 off1
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR3 npc/metropolice/vo/(v50) on1 localcptreportstatus
off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR4 npc/overwatch/radiovoice/(v50) on3
allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR5 npc/overwatch/radiovoice/(v50) on3 statuson243suspect
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR6 npc/overwatch/radiovoice/(v50) on3 reporton
V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CHECK_CR7 npc/metropolice/vo/(v50) on1
reportsightingsaccomplices V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}

// // Response to the check with squadmates


// METROPOLICE_IDLE_CLEAR_CR0 npc/metropolice/vo/(v50) on1 suspectlocationunknown
off3 {Len 1.5}
// METROPOLICE_IDLE_CLEAR_CR1 npc/metropolice/vo/(v50) on1 clearandcode100 off1
{Len 1.5}
// METROPOLICE_IDLE_CLEAR_CR2 npc/metropolice/vo/(v50) on2 novisualonupi off4 {Len
1.5}
// METROPOLICE_IDLE_CLEAR_CR3 npc/metropolice/vo/(v50) on1 searchingforsuspect off4
{Len 1.5}
// METROPOLICE_IDLE_CLEAR_CR4 npc/metropolice/vo/(v50) on2 utlthatsuspect off1 {Len
1.5}

// // Ask a question to squadmates


// METROPOLICE_IDLE_QUEST_CR0 npc/metropolice/vo/(v50) on1 confirmadw off3 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR1 npc/metropolice/vo/(v50) on1 allunitsbol34sat
V_G1_LOCATION_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR2 npc/metropolice/vo/(v50) on2
dispreportssuspectincursion V_G1_LOCATION_MAP__P V_G3_NUMBP off1 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR3 npc/metropolice/vo/(v50) on1 dispupdatingapb
V_G2_SUSPECT_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR4 npc/overwatch/radiovoice/(v50) on3
allunitsverdictcodeonsuspect V_G2_SUSPECT_MAP__P, isnow V_RNDACTP V_RNDNUMP
V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR5 npc/overwatch/radiovoice/(v50) on3
preparetoinnoculate V_G1_LOCATION_MAP__P off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_QUEST_CR6 npc/overwatch/radiovoice/(v50) on3
allunitsreturntocode12 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // Answer to a question asked


// METROPOLICE_IDLE_ANSWER_CR0 npc/metropolice/vo/(v50) on1 copy off1 {Len 1.5}
// METROPOLICE_IDLE_ANSWER_CR1 npc/metropolice/vo/(v50) on1 rodgerthat off4 {Len
1.5}
// METROPOLICE_IDLE_ANSWER_CR2 npc/metropolice/vo/(v50) on2 ten4 off1 {Len 1.5}
// METROPOLICE_IDLE_ANSWER_CR3 npc/metropolice/vo/(v50) on1 ten2 off3 {Len 1.5}
// METROPOLICE_IDLE_ANSWER_CR4 npc/metropolice/vo/(v50) on2 ten97 off4 {Len 1.5}
// METROPOLICE_IDLE_ANSWER_CR5 npc/metropolice/vo/(v50) on2 affirmative off1 {Len
1.5}
// METROPOLICE_IDLE_ANSWER_CR6 npc/metropolice/vo/(v50) on1 affirmative2 off4 {Len
1.5}

// //
// // Preciminal harrasment (amplifying in nastiness)
// //
// // These are done in sequence as the player persistently pesters the cops

// METROPOLICE_MOVE_ALONG_A0 npc/metropolice/vo/(v60) on1 movealong3 off1 {Len 1.5


closecaption NPC_MetroPolice.MoveAlong1}
// METROPOLICE_MOVE_ALONG_A1 npc/metropolice/vo/(v60) on1 move off4 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong1}
// METROPOLICE_MOVE_ALONG_A2 npc/metropolice/vo/(v60) on1 keepmoving off3 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong1}

// METROPOLICE_MOVE_ALONG_B0 npc/metropolice/vo/(v70) on1 Isaidmovealong off1 {Len


1.5closecaption NPC_MetroPolice.MoveAlong2}
// METROPOLICE_MOVE_ALONG_B1 npc/metropolice/vo/(v70) on2
youwantamalcomplianceverdict off3 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2}
// //METROPOLICE_MOVE_ALONG_B2 npc/metropolice/vo/(v70) on1 moveaway off4 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong2}

// METROPOLICE_MOVE_ALONG_C0 npc/metropolice/vo/(v80) on2


level3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_MOVE_ALONG_C1 npc/metropolice/vo/(v80) on2 malcompliant10107my1020
off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_MOVE_ALONG_C2 npc/metropolice/vo/(v80) on2 preparingtojudge10-107
off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_MOVE_ALONG_C3 npc/metropolice/vo/(v80) on2
readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong}

// // These also are done in sequence as the player persistently pesters the cops

// METROPOLICE_BACK_UP_A0 npc/metropolice/vo/(v60) on1 backup off1 {Len 1.5


closecaption NPC_MetroPolice.MoveAlong1}
// METROPOLICE_BACK_UP_A1 npc/metropolice/vo/(v60) on1 getoutofhere off4 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong1}
// METROPOLICE_BACK_UP_A2 npc/metropolice/vo/(v60) on2 firstwarningmove off3 {Len
1.5 closecaption NPC_MetroPolice.MoveAlong1}

// METROPOLICE_BACK_UP_B0 npc/metropolice/vo/(v70) on1 movebackrightnow off3 {Len


1.5 closecaption NPC_MetroPolice.MoveAlong2}
// METROPOLICE_BACK_UP_B1 npc/metropolice/vo/(v70) on1 secondwarning off3 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong2}
// //METROPOLICE_BACK_UP_B2 npc/metropolice/vo/(v70) on2 moveawayenforcementarea
off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2}

// METROPOLICE_BACK_UP_C0 npc/metropolice/vo/(v80) on2 issuingmalcompliantcitation


off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_BACK_UP_C1 npc/metropolice/vo/(v80) on2
possiblelevel3civilprivacyviolator off3 {Len 1.5 closecaption
NPC_MetroPolice.MoveAlong3}
// METROPOLICE_BACK_UP_C2 npc/metropolice/vo/(v80) on1 finalwarning off3 {Len 1.5
closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_BACK_UP_C3 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off3
{Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}
// METROPOLICE_BACK_UP_C4 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning
off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3}

// //
// // Baton
// //

// // Take out my baton


// METROPOLICE_ACTIVATE_BATON0 npc/metropolice/vo/(v100) on1
issuingmalcompliantcitation off3 {Len 1.5}
// METROPOLICE_ACTIVATE_BATON1 npc/metropolice/vo/(v100) on1 pacifying off4 {Len
1.5}
// METROPOLICE_ACTIVATE_BATON2 npc/metropolice/vo/(v100) on1 off3 {Len 1.5}

// // Put away my baton


// METROPOLICE_DEACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 off3 {Len 1.5}

// //
// // I'm on fire! Yeouch!
// //

// METROPOLICE_ON_FIRE0 npc/metropolice/vo/(v100) on1 officerneedshelp V_IDIEDS


{Len 1.5 closecaption NPC_Combine.Pain}
// METROPOLICE_ON_FIRE1 npc/metropolice/vo/(v100) on1 help V_IDIEDS {Len 1.5
closecaption NPC_Combine.Pain}
// METROPOLICE_ON_FIRE2 npc/metropolice/pain1 V_IDIEDS {Len 1.5 closecaption
NPC_Combine.Pain}

// //
// // Misc
// //

// // My enemy is behind cover; I'm shooting out his cover


// METROPOLICE_SHOOT_COVER0 npc/metropolice/vo/(v100) on1 breakhiscover off3 {Len
1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_SHOOT_COVER1 npc/metropolice/vo/(v100) on1 destroythatcover off4
{Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_SHOOT_COVER2 npc/metropolice/vo/(v100) on1 firingtoexposetarget off4
{Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_SHOOT_COVER3 npc/metropolice/vo/(v100) on2 firetodislocateinterpose
off1 {Len 1.5 closecaption NPC_Combine.Alert}

// // I'm moving more than 20ft to get into a new shooting position
// METROPOLICE_FLANK0 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP ismovingin
off3 {Len 1.5}
// METROPOLICE_FLANK1 npc/metropolice/vo/(v100) on1 covermegoingin off1 {Len 1.5}
// METROPOLICE_FLANK2 npc/metropolice/vo/(v100) on2 V_MYNAMEP V_MYNUMP
isclosingonsuspect off3 {Len 1.5}
// METROPOLICE_FLANK3 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP converging
off4 {Len 1.5}
// METROPOLICE_FLANK4 npc/overwatch/radiovoice/(v100) on3 suspendnegotiations
officerclosingonsuspect off2 {Len 1.5}
// METROPOLICE_FLANK5 npc/overwatch/radiovoice/(v100) on3 officerclosingonsuspect
off2 {Len 1.5}
// METROPOLICE_FLANK6 npc/overwatch/radiovoice/(v100) on3
allunitsapplyforwardpressure off2 {Len 1.5}

// // I heard something
// METROPOLICE_HEARD_SOMETHING0 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP
investigating10-103 off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING1 npc/metropolice/vo/(v60) on2 Ihave10-30my10-
20responding off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING2 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP
is415b off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING3 npc/metropolice/vo/(v60) on2 V_MYNAMEP V_MYNUMP
responding2 off4 {Len 1.5 closecaption NPC_Combine.Alert}
// V_RNDCHARGEP0 capitalmalcompliance
// V_RNDCHARGEP1 violationofcivictrust
// V_RNDCHARGEP2 promotingcommunalunrest
// V_RNDCHARGEP3 failuretocomply
// V_RNDCHARGEP4 level5anticivilactivity
// V_RNDCHARGEP5 destrutionofcpt
// V_RNDCHARGEP6 devisivesociocidal
// V_RNDCHARGEP7 incitingpopucide
// V_RNDCHARGES8 inciting404

// V_RNDJUDGEP0 immediateamputation
// V_RNDJUDGEP1 terminalprosecution
// V_RNDJUDGEP2 disassociationfromcivic

// // The player is significantly hurt


// METROPOLICE_PLAYERHIT0 npc/metropolice/vo/(v100) on1 wegotadbherecancel10-102
off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT1 npc/metropolice/vo/(v100) on2 suspectisbleeding off3 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT2 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P
ispassive off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT3 npc/metropolice/vo/(v100) on2 readytoamputate
V_G2_SUSPECT_MAP__P off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT4 npc/metropolice/vo/(v100) on1 get11-44inboundcleaningup
off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT5 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3
attentionyouhavebeenchargedwith V_RNDCHARGEP, preparetoreceiveverdict V_RNDJUDGEP
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT6 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3
attention V_G2_SUSPECT_MAP__P, prepareforfinalsentencing off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT7 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3
youarechargedwithterminal, completesentencingatwill off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_PLAYERHIT8 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3
attention V_G2_SUSPECT_MAP__P, youarejudgedguilty, allunitsdeliverterminalverdict
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// //
// // Taking cover
// //

// // Taking cover because I have no ammo


// METROPOLICE_COVER_NO_AMMO0 npc/metropolice/vo/(v100) on1 backmeupImout off1 {Len
1.5}
// //METROPOLICE_COVER_NO_AMMO1 npc/metropolice/vo/(v100) on1
noverdictslefttakingcover off4

// // Taking cover because I have low ammo


// METROPOLICE_COVER_LOW_AMMO0 npc/metropolice/vo/(v100) on1 runninglowonverdicts
off1 {Len 1.5}

// // Taking cover because I have taken heavy damage recently

// METROPOLICE_COVER_HEAVY_DAMAGE0 npc/metropolice/vo/(v80) on1


officerunderfiretakingcover off1 {Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE1 npc/metropolice/vo/(v80) on1
officerneedsassistance off4 {Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE2 npc/metropolice/vo/(v80) on1 takecover {Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v80 p110) on1 movingtocover
{Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE4 npc/metropolice/vo/(v80) on2 off1 {Len 1.5}
// METROPOLICE_COVER_HEAVY_DAMAGE5 npc/metropolice/vo/(v80) on1 off3 {Len 1.5}
// // METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v100) on1 V_MYNAMEP
needsmedical11-99 off4 {Len 1.5}

// //
// // Lost/refound enemy
// //

// // (UNDONE?) I lost my enemy under 10 seconds ago


// METROPOLICE_LOST_SHORT0 npc/metropolice/vo/(v60) on1 V_G2_SUSPECT_MAP__P
hidinglastseenatrange V_DISTP meters off1 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_LOST_SHORT1 npc/metropolice/vo/(v60) on2 sweepingforsuspect off3
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_LOST_SHORT2 npc/overwatch/radiovoice/(v50) on3 switchcomtotac3,
reportplease off4 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // (UNDONE?) I lost my enemy over 10 seconds ago


// METROPOLICE_LOST_LONG0 npc/metropolice/vo/(v60) on1
allunitsreportlocationsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_LOST_LONG1 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP nocontact
off3 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_LOST_LONG2 npc/metropolice/vo/(v60) on2
cpweneedtoestablishaperimeterat V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_LOST_LONG3 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP
utlsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_LOST_LONG4 npc/overwatch/radiovoice/(v60) on3 allunitsat
V_G1_LOCATION_MAP__P V_G3_NUMBP, beginscanning10-0 off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_LOST_LONG5 npc/overwatch/radiovoice/(v60) on3 switchtotac5reporttocp
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}

// // (UNDONE?) Just found enemy after lost long


// METROPOLICE_REFIND_ENEMY0 npc/metropolice/vo/(v100) on1 supsecthasmovednowto
V_G1_LOCATION_MAP__P V_GRIDXP off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_REFIND_ENEMY1 npc/metropolice/vo/(v100) on1 thereheis off4 {Len 1.5
closecaption NPC_Combine.Alert}
// METROPOLICE_REFIND_ENEMY2 npc/metropolice/vo/(v100) on1 therehegoeshesat V_DISTP
meters off1 {Len 1.5 closecaption NPC_Combine.Alert}

// //
// // Monster Alert - first contact and I'm the squad leader
// //

// METROPOLICE_MONST0 npc/metropolice/vo/(v100) on1 outbreak V_RNDNUMP V_RNDACTP


off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST1 npc/metropolice/vo/(v100) on1 V_RNDACTP V_RNDNUMP off1 {Len
1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_MONST_PLAYER0 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P


matchonapblikeness off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER1 npc/metropolice/vo/(v100) on1 confirmpriority1sighted
off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER2 npc/metropolice/vo/(v100) on2 allunitsrespondcode3,
V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER3 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P
location V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption
NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER4 npc/metropolice/vo/(v100) on1 designatesuspectas
V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER5 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters
off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER6 npc/metropolice/vo/(v100) on2 contactwith243suspect,
V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_MONST_PLAYER_VEHICLE0 npc/metropolice/vo/(v100) on2


airwatchsubjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER_VEHICLE1 npc/metropolice/vo/(v100) on2 subjectis505
off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER_VEHICLE2 npc/metropolice/vo/(v100) on2
subjectisnowhighspeed off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PLAYER_VEHICLE3 npc/metropolice/vo/(v100) on2
Ivegot408hereatlocation V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption
NPC_Combine.Alert}

// METROPOLICE_MONST_BUGS0 npc/metropolice/vo/(v100) on1 bugs off1 {Len 1.5


closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_BUGS1 npc/metropolice/vo/(v100) on1 bugsontheloose off4 {Len
1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_BUGS2 npc/metropolice/vo/(v100) on2 outbreak V_RNDNUMP
converging off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_BUGS3 npc/metropolice/vo/(v100) on1 outlandbioticinhere off4
{Len 1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_MONST_CITIZENS0 npc/metropolice/vo/(v100) on1 noncitizen outbreak


off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_CITIZENS1 npc/metropolice/vo/(v100) on2
shotsfiredhostilemalignants off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_CITIZENS2 npc/metropolice/vo/(v100) on1 possible404here
V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_MONST_CHARACTER0 npc/metropolice/vo/(v100) on1 contactwithpriority2


off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_CHARACTER1 npc/metropolice/vo/(v100) on2
priority2anticitizenhere off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_CHARACTER2 npc/metropolice/vo/(v100) on1 gotoneaccomplicehere
off4 {Len 1.5 closecaption NPC_Combine.Alert}

// METROPOLICE_MONST_ZOMBIES0 npc/metropolice/vo/(v100) on1 freenecrotics,


converging V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption
NPC_Combine.Alert}
// METROPOLICE_MONST_ZOMBIES1 npc/metropolice/vo/(v100) on1 necrotics malignant
location V_G1_LOCATION_MAP__P V_G3_NUMBP off4 {Len 1.5 closecaption
NPC_Combine.Alert}

// METROPOLICE_MONST_PARASITES0 npc/metropolice/vo/(v100) on1 non-taggedviromeshere


off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MONST_PARASITES1 npc/metropolice/vo/(v100) on1 looseparasitics off4
{Len 1.5 closecaption NPC_Combine.Alert}

// //
// // I killed a monster - by type
// //

// METROPOLICE_KILL_MONST0 npc/metropolice/vo/(v100) on1 ten91dcountis V_SEQG0_NBRP


off1 {Len 1.5}
// METROPOLICE_KILL_MONST1 npc/metropolice/vo/(v100) on1 tag10-91d V_SEQG0_NBRP
off1 {Len 1.5}
// METROPOLICE_KILL_MONST2 npc/metropolice/vo/(v100) on2 sterilize V_SEQG0_NBRP
off4 {Len 1.5}

// METROPOLICE_KILL_BUGS0 npc/metropolice/vo/(v100) on1 tagonebug off1 {Len 1.5}


// METROPOLICE_KILL_BUGS1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1
{Len 1.5}

// METROPOLICE_KILL_PLAYER0 npc/metropolice/vo/(v100) on2 sentencedelivered off3


{Len 1.5}
// METROPOLICE_KILL_PLAYER1 npc/metropolice/vo/(v100) on2 V_G2_SUSPECT_MAP__P
ispassive off3 {Len 1.5}
// METROPOLICE_KILL_PLAYER2 npc/metropolice/vo/(v100) on2 finalverdictadministered
off3 {Len 1.5}
// METROPOLICE_KILL_PLAYER3 npc/metropolice/vo/(v100) on2 protectioncomplete off3
{Len 1.5}
// METROPOLICE_KILL_PLAYER4 npc/metropolice/vo/(v100) on2 sentencedelivered off3
{Len 1.5}
// METROPOLICE_KILL_PLAYER5 npc/metropolice/vo/(v100) on2
classifyasdbthisblockready off3 {Len 1.5}
// METROPOLICE_KILL_PLAYER6 npc/overwatch/radiovoice/(v100) on3 rewardnotice off2
{Len 1.5}
// METROPOLICE_KILL_PLAYER7 npc/overwatch/radiovoice/(v100) on3
allunitsreturntocode12 off2 {Len 1.5}
// METROPOLICE_KILL_PLAYER8 npc/overwatch/radiovoice/(v100) on3
finalverdictadministered, allunitsbeginwhitnesssterilization off2 {Len 1.5}
// METROPOLICE_KILL_PLAYER9 npc/overwatch/radiovoice/(v100) on3
sociostabilizationrestored off2 {Len 1.5}

// METROPOLICE_KILL_CITIZENS0 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP


sentencedelivered off4 {Len 1.5}
// METROPOLICE_KILL_CITIZENS1 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP expired
off4 {Len 1.5}
// METROPOLICE_KILL_CITIZENS2 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP malignant
off1 {Len 1.5}
// METROPOLICE_KILL_CITIZENS3 npc/metropolice/vo/(v100) on2 noncitizen expired off1
{Len 1.5}

// METROPOLICE_KILL_CHARACTER0 npc/metropolice/vo/(v100) on1 V_SEQG0_NBRP sentenced


off1 {Len 1.5}
// METROPOLICE_KILL_CHARACTER1 npc/metropolice/vo/(v100) on2 dbcountis V_SEQG0_NBRP
off4 {Len 1.5}
// METROPOLICE_KILL_CHARACTER2 npc/metropolice/vo/(v100) on1 suspend V_SEQG0_NBRP
off1 {Len 1.5}

// METROPOLICE_KILL_ZOMBIES0 npc/metropolice/vo/(v100) on1 tagonenecrotic off1 {Len


1.5}
// METROPOLICE_KILL_ZOMBIES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP
off4 {Len 1.5}

// METROPOLICE_KILL_PARASITES0 npc/metropolice/vo/(v100) on2 tagoneparasitic off1


{Len 1.5}
// METROPOLICE_KILL_PARASITES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP
off1 {Len 1.5}

// //
// // Manhack sounds
// //

// // Deploying a manhack
// METROPOLICE_DEPLOY_MANHACK0 npc/metropolice/vo/(v90) on1 visceratordeployed off3
{Len 1.5}
// METROPOLICE_DEPLOY_MANHACK1 npc/metropolice/vo/(v90) on1
tenzerovisceratorishunting off3 {Len 1.5}
// //METROPOLICE_DEPLOY_MANHACK2 npc/metropolice/vo/(v90) on1
allunitsvisceratorisactive off4 {Len 1.5}

// // My manhack was killed


// METROPOLICE_MANHACK_KILLED0 npc/metropolice/vo/(v80) on1 visceratorisoffgrid
off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MANHACK_KILLED1 npc/metropolice/vo/(v80) on1
requestsecondaryviscerator off3 {Len 1.5 closecaption NPC_Combine.Alert}

// //
// // Squad sounds
// //

// // A squadmate died
// METROPOLICE_MAN_DOWN0 npc/metropolice/vo/(v100) on1 wehavea10-108 off1 {Len 1.5
closecaption NPC_Combine.Alert}
// METROPOLICE_MAN_DOWN1 npc/metropolice/vo/(v100) on1 V_WHODIEDP isdown off4 {Len
1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MAN_DOWN2 npc/metropolice/vo/(v100) on1 V_WHODIEDP is10-108 off1
{Len 1.5 closecaption NPC_Combine.Alert}

// // My last squadmate died; I'm all that's left!


// METROPOLICE_LAST_OF_SQUAD0 npc/metropolice/vo/(v100) on1 officerdowncode3tomy10-
20 off1 {Len 1.5 closecaption NPC_Combine.Last}
// METROPOLICE_LAST_OF_SQUAD1 npc/metropolice/vo/(v100) on1 officerdownIam10-99
off4 {Len 1.5 closecaption NPC_Combine.Last}
// METROPOLICE_LAST_OF_SQUAD2 npc/metropolice/vo/(v100) on1
cpisoverrunwehavenocontainment off3 {Len 1.5 closecaption NPC_Combine.Last}
// METROPOLICE_LAST_OF_SQUAD3 npc/overwatch/radiovoice/(v100) on3
engagingteamisnoncohesive, reinforcementteamscode3 off2 {Len 1.5 closecaption
NPC_Combine.Last}

// //
// // Danger sounds - by type
// //
// METROPOLICE_DANGER_GREN0 npc/metropolice/vo/(v100) on1 grenade {Len 1.5}
// METROPOLICE_DANGER_GREN1 npc/metropolice/vo/(v100) on1 thatsagrenade {Len 1.5}
// METROPOLICE_DANGER_GREN2 npc/metropolice/vo/(v100) on1 getdown {Len 1.5}

// METROPOLICE_DANGER_MANHACK0 npc/metropolice/vo/(v100) on1 lookoutrogueviscerator


off4 {Len 1.5}
// METROPOLICE_DANGER_MANHACK1 npc/metropolice/vo/(v100) on1 visceratorisoc off1
{Len 1.5}

// METROPOLICE_DANGER_VEHICLE0 npc/metropolice/vo/(v100) on1 shit {Len 1.5}


// METROPOLICE_DANGER_VEHICLE1 npc/metropolice/vo/(v100) on1 watchit {Len 1.5}
// METROPOLICE_DANGER_VEHICLE2 npc/metropolice/vo/(v100) on1 lookout {Len 1.5}

// METROPOLICE_DANGER0 npc/metropolice/vo/(v100) on1 moveit {Len 1.5}


// METROPOLICE_DANGER1 npc/metropolice/vo/(v100) on1 lookout {Len 1.5}

// //
// // Func_tank behavior
// //

// // I'm moving to man a func_tank


// METROPOLICE_FT_APPROACH0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1
movingtohardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}

// // I've just manned a func_tank


// METROPOLICE_FT_MOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1
inpositionathardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_FT_MOUNT1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP on2
isathardpointreadytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord}

// // I'm manning a func_tank and am scanning for enemies


// METROPOLICE_FT_SCAN0 npc/metropolice/vo/(v80) on1 hardpointscanning off3 {Len
1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_FT_SCAN1 npc/metropolice/vo/(v80) on2 sweepingforsuspect off4 {Len
1.5 closecaption NPC_Combine.Coord}

// // I've dismounted the func_tank


// METROPOLICE_FT_DISMOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP
dismountinghardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord}

// //
// // Assault behavior
// //

// // I've hit my rally point, waiting to move out


// METROPOLICE_AS_HIT_RALLY0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP
inposition off3 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_HIT_RALLY1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP
atcheckpoint off4 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_HIT_RALLY2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP on1
isreadytogo off1 {Len 1.5 closecaption NPC_Combine.Coord}

// // I've hit my assault point, waiting to move out


// METROPOLICE_AS_HIT_ASSAULT0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP
readytojudge off3 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_HIT_ASSAULT1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP
inpositiononeready off4 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_HIT_ASSAULT2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP isgo
off1 {Len 1.5 closecaption NPC_Combine.Coord}

// // I'm squad leader, ordering squad to move to rally point


// METROPOLICE_AS_ADV_RALLY0 npc/metropolice/vo/(v70) on1 proceedtocheckpoints off1
{Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_ADV_RALLY1 npc/metropolice/vo/(v70) on2 allunitscloseonsuspect
off3 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_ADV_RALLY2 npc/metropolice/vo/(v70) on1 allunitsmovein off4 {Len
1.5 closecaption NPC_Combine.Coord}
// // I'm squad leader, ordering squad to move to assault point
// METROPOLICE_AS_ADV_ASSAULT0 npc/metropolice/vo/(v100) on1 teaminpositionadvance
off3 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_ADV_ASSAULT1 npc/metropolice/vo/(v100) on2 ptgoagain off1 {Len
1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_AS_ADV_ASSAULT2 npc/metropolice/vo/(v100) on1
assaultpointsecureadvance off4 {Len 1.5 closecaption NPC_Combine.Coord}
// //
// // Standoff behavior
// //

// // I'm squad leader telling squad to go into standoff


// METROPOLICE_SO_BEGIN0 npc/metropolice/vo/(v100) on1 holdthisposition off1 {Len
1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_SO_BEGIN1 npc/metropolice/vo/(v100) on2 lockyourposition off4 {Len
1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_SO_BEGIN2 npc/metropolice/vo/(v100) on1 allunitsmaintainthiscp off4
{Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_SO_BEGIN3 npc/overwatch/radiovoice/(v100) on3
lockdownlocationsacrificecode V_RNDACTP V_RNDNUMP off2 {Len 1.5 closecaption
NPC_Combine.Coord}

// // I'm squad leader telling squad to end standoff


// METROPOLICE_SO_END0 npc/metropolice/vo/(v100) on1 cpiscompromised off1 {Len 1.5
closecaption NPC_Combine.Coord}
// METROPOLICE_SO_END1 npc/metropolice/vo/(v100) on1 establishnewcp off1 {Len 1.5
closecaption NPC_Combine.Coord}

// // I'm being forced to take cover


// METROPOLICE_SO_FORCE_COVER0 npc/metropolice/vo/(v100) on1
officerunderfiretakingcover off4 {Len 1.5}
// METROPOLICE_SO_FORCE_COVER1 npc/metropolice/vo/(v100) on2 movingtocover off4
{Len 1.5}
// METROPOLICE_SO_FORCE_COVER2 npc/metropolice/vo/(v100) on1 takecover off1 {Len
1.5}

// // I'm peeking over cover to see if I can see the enemy


// METROPOLICE_SO_PEEK0 npc/metropolice/vo/(v100) on1 goingtotakealook off1 {Len
1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_SO_PEEK1 npc/metropolice/vo/(v100) on1 acquiringonvisual off4 {Len
1.5 closecaption NPC_Combine.Coord}

// //
// // First arrest encounter speech
// //

// // First cop who finds you tells you to freeze


// METROPOLICE_FREEZE0 npc/metropolice/vo/(v100) on1 holditrightthere off4 {Len
1.5}
// METROPOLICE_FREEZE1 npc/metropolice/vo/(v100) on1 prepareforjudgement off4 {Len
1.5}

// // First cop then tells his buddies to come over


// METROPOLICE_OVER_HERE0 npc/metropolice/vo/(v80) on1 movetoarrestpositions off3
{Len 1.5}
// METROPOLICE_OVER_HERE1 npc/metropolice/vo/(v80) on2 positiontocontain off4 {Len
1.5}
// METROPOLICE_OVER_HERE2 npc/metropolice/vo/(v80) on1 preparefor1015 off1 {Len
1.5}

// // First cop tells his buddies the player is fleeing if he does


// METROPOLICE_HES_RUNNING0 npc/metropolice/vo/(v100) on1 hesrunning off1 {Len 1.5}
// METROPOLICE_HES_RUNNING1 npc/metropolice/vo/(v100) on2 hesgone148 off4 {Len 1.5}

// // Other squad cops signal when they get in position


// METROPOLICE_ARREST_IN_POS0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP,
inposition off1 {Len 1.5 closecaption NPC_Combine.Coord}
// METROPOLICE_ARREST_IN_POS1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP,
readytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord}

// // First cop tells his buddies to fire once they are all in position
// METROPOLICE_TAKE_HIM_DOWN0 npc/overwatch/radiovoice/(v100) on3
allunitsdeliverterminalverdict off2 {Len 2.5 closecaption NPC_Combine.Coord}
// METROPOLICE_TAKE_HIM_DOWN1 npc/overwatch/radiovoice/(v100) on3
allunitsverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord}
// METROPOLICE_TAKE_HIM_DOWN2 npc/overwatch/radiovoice/(v100) on3
suspectmalignantverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption
NPC_Combine.Coord}

// // Cop is hit by physics object thrown by player (not with physcannon)

// METROPOLICE_HIT_BY_PHYSOBJECT0 on1 preparingtojudge10-107 off1 {Len 1.5}


// METROPOLICE_HIT_BY_PHYSOBJECT1 on1 movebackrightnow off1 {Len 1.5}
// METROPOLICE_HIT_BY_PHYSOBJECT2 on1 holditrightthere off1 {Len 1.5}
// METROPOLICE_HIT_BY_PHYSOBJECT3 on1 V_MYNAMEP V_MYNUMP hasmalcompliant off1 {Len
1.5}
// METROPOLICE_HIT_BY_PHYSOBJECT4 on1 malcompliant10107my1020 off1 {Len 1.5}

// //-----------------------------------------------------------------------------
// // METROPOLICE ENDS HERE
// //-----------------------------------------------------------------------------

// // HEV Suit

// // powerup

// HEV_AAx hl1/fvox/bell

// //HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on,


weaponselect_on, munitionview_on, communications_on, safe_day {Len 41.76}

// //HEV_A0 hl1/fvox/bell, HEV_logon {Len 11.07}

// //HEV_A1 hl1/fvox/blip blip(p130) powermove_on {Len 3.71}


// //HEV_A2 hl1/fvox/blip blip powerarmor_on {Len 4.42}
// //HEV_A3 hl1/fvox/blip blip(p130) atmospherics_on {Len 4.41}
// //HEV_A4 hl1/fvox/blip blip vitalsigns_on boop, boop, boop {Len 5.28}
// //HEV_A5 hl1/fvox/blip blip(p130) munitionview_on {Len 3.84}
// //HEV_A6 hl1/fvox/blip blip communications_on {Len 3.59}
// //HEV_A7 hl1/fvox/blip blip(p70) weaponselect_on {Len 3.97}
// //HEV_A8 hl1/fvox/blip blip(p70) automedic_on {Len 3.77}
// //HEV_A9 hl1/fvox/fuzz power_level_is onehundred percent {Len 4.14}
// //HEV_A10 hl1/fvox/safe_day, bell {Len 3.66}
// // medical
// HEV_DEAD0 hl1/fvox/beep beep, beep beep, beep, beep, flatline {Len 6.29
closecaption HEV.Flatline}
// HEV_DEAD1 hl1/fvox/beep beep, beep beep, beep, flatline {Len 5.82 closecaption
HEV.Flatline}

// HEV_MED0 hl1/fvox/(p140) boop, boop, boop, (p100) innsuficient_medical {Len 1.41


closecaption HEV.insufficient_medical}
// HEV_MED1 hl1/fvox/(p140) boop, boop, boop, (p100) automedic_on {Len 4.92
closecaption HEV.automedic_on}
// HEV_MED2 hl1/fvox/(p140) boop, boop, boop, (p100) administering_medical {Len
1.41 closecaption HEV.administering_medical}

// HEV_HEAL0 hl1/fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130


v50), blip(p130 v40), hiss, morphine_shot {Len 7.03 closecaption
HEV.sterilized_morphine}
// HEV_HEAL1 hl1/fvox/(p140) boop, boop, boop, (p100) torniquette_applied,
bleeding_stopped {Len 7.03 closecaption HEV.torni_bleed}
// HEV_HEAL2 hl1/fvox/(p140) boop, boop, boop, (p100) bleeding_stopped {Len 3.66
closecaption HEV.bleeding_stopped}
// HEV_HEAL3 hl1/fvox/(p140) boop, boop, boop, (p100) blood_plasma {Len 4.02
closecaption HEV.blood_plasma}
// HEV_HEAL4 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot {Len
4.38 closecaption HEV.antitoxin_shot}
// HEV_HEAL5 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot {Len 4.17
closecaption HEV.antidote_shot}
// HEV_HEAL6 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized {Len
4.16 closecaption HEV.wound_sterilized}
// HEV_HEAL7 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot {Len 4.16
closecaption HEV.morphine_shot}
// HEV_HEAL8 hl1/fvox/(p140) boop, boop, boop, (p100) medical_repaired {Len 4.17
closecaption HEV.medical_repaired}

// HEV_DMG0 hl1/fvox/(p160) boop, boop, boop, (p100) minor_lacerations {Len 4.09


closecaption HEV.minor_lacerations}
// HEV_DMG1 hl1/fvox/(p160) boop, boop, boop, (p100) major_lacerations {Len 4.19
closecaption HEV.major_lacerations}
// HEV_DMG2 hl1/fvox/(p160) boop, boop, boop, (p100) internal_bleeding {Len 3.64
closecaption HEV.internal_bleeding}
// HEV_DMG3 hl1/fvox/(p160) boop, boop, boop, (p100) blood_toxins {Len 5.04
closecaption HEV.blood_toxins}
// HEV_DMG4 hl1/fvox/(p160) boop, boop, boop, (p100) minor_fracture {Len 3.67
closecaption HEV.minor_fracture}
// HEV_DMG5 hl1/fvox/(p160) boop, boop, boop, (p100) major_fracture {Len 3.67
closecaption HEV.major_fracture}
// HEV_DMG6 hl1/fvox/(p160) boop, boop, boop, (p100) blood_loss {Len 3.39
closecaption HEV.blood_loss}
// HEV_DMG7 hl1/fvox/(p140) boop, boop, boop, (p100) seek_medic {Len 3.92
closecaption HEV.seek_medic}

// HEV_HLTH0 hl1/fvox/(p120) beep, beep, (p100) health_dropping {Len 4.31


closecaption HEV.health_dropping}
// HEV_HLTH1 hl1/fvox/(p120) beep, beep, (p100) health_dropping2 {Len 3.68
closecaption HEV.health_dropping2}
// HEV_HLTH2 hl1/fvox/(p120) beep, beep, beep, (p100) health_critical {Len 4.32
closecaption HEV.health_critical}
// HEV_HLTH3 hl1/fvox/(p120) beep, beep, beep, (p100) near_death {Len 4.77
closecaption HEV.near_death}
// HEV_HLTH4 hl1/fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area
{Len 5.93 closecaption HEV.health2_evac}
// HEV_HLTH5 hl1/fvox/(p140) beep, beep, beep, (p100) health_critical,
evacuate_area {Len 6.52 closecaption HEV.health_crit_evac}
// HEV_HLTH6 hl1/fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area
immediately {Len 8.22 closecaption HEV.near_death_evac}

// HEV_SHOCK hl1/fvox/(p120) beep, beep, (p100) warning, shock_damage {Len 4.05


closecaption HEV.shock_damage}
// HEV_FIRE hl1/fvox/(p120) beep, beep, (p100) warning, heat_damage {Len 4.77
closecaption HEV.heat_damage}

// // items
// HEV_AIM_ON hl1/fvox/blip targetting_system activated {Len 4.02 closecaption
HEV.targetting_system_on}
// HEV_AIM_OFF hl1/fvox/blip targetting_system deactivated {Len 4.27 closecaption
HEV.targetting_system_off}
// HEV_BATTERY hl1/fvox/blip get_battery acquired {Len 0.92}
// HEV_MEDKIT hl1/fvox/blip get_medkit(v80) {Len 0.11}

// HEV_PISTOL hl1/fvox/blip get_pistol acquired {Len 0.92}


// HEV_SHOTGUN hl1/fvox/blip get_shotgun {Len 0.11}
// HEV_GRENADE hl1/fvox/blip get_grenade acquired {Len 0.92}
// HEV_ASSAULT hl1/fvox/blip get_assault acquired {Len 0.92}
// HEV_44PISTOL hl1/fvox/blip get_44pistol acquired {Len 0.92}
// HEV_RPG hl1/fvox/blip get_rpg acquired {Len 0.92}
// HEV_SATCHEL hl1/fvox/blip get_satchel acquired {Len 0.92}
// HEV_TRIPMINE hl1/fvox/blip get_tripmine acquired {Len 0.92}
// HEV_HORNET hl1/fvox/blip get_alien_wpn {Len 0.11}
// HEV_SQUEEK hl1/fvox/blip get_alien_wpn {Len 0.11}
// HEV_EGON hl1/fvox/blip get_egon acquired {Len 0.92}
// HEV_GAUSS hl1/fvox/blip get_gauss acquired {Len 0.92}
// HEV_XBOW hl1/fvox/blip get_crossbow acquired {Len 0.92}

// HEV_9MM hl1/fvox/blip get_9mmclip acquired {Len 0.92}


// HEV_44AMMO hl1/fvox/blip get_44ammo acquired {Len 0.92}
// HEV_BUCKSHOT hl1/fvox/blip get_buckshot acquired {Len 0.92}
// HEV_BOLTS hl1/fvox/blip get_bolts acquired {Len 0.92}
// HEV_RPGAMMO hl1/fvox/blip get_rpgammo acquired {Len 0.92}
// HEV_AGRENADE hl1/fvox/blip get_assaultgren acquired {Len 0.92}
// HEV_EGONPOWER hl1/fvox/blip get_egonpower acquired {Len 0.92}

// // time

// //HEV_C1t hl1/fvox/bell time_is_now one AM


// //HEV_C13t hl1/fvox/bell time_is_now one PM

// // power levels

// HEV_D00 hl1/fvox/fuzz fuzz(p130), power_restored {Len 2.12 closecaption


HEV.power_restored}
// HEV_D01 hl1/fvox/fuzz fuzz(p80), hev_shutdown {Len 4.99 closecaption
HEV.hev_shutdown}

// HEV_0P hl1/fvox/fuzz fuzz, power_below five percent {Len 6.35}


// HEV_1P hl1/fvox/fuzz fuzz, power_restored(e30), ten percent {Len 2.75}
// HEV_2P hl1/fvox/fuzz fuzz, power_restored(e30), fifteen percent {Len 3.15}
// HEV_3P hl1/fvox/fuzz fuzz, power_restored(e30), twenty percent {Len 2.99}
// HEV_4P hl1/fvox/fuzz fuzz, power_restored(e30), twenty five percent {Len 3.87}
// HEV_5P hl1/fvox/fuzz fuzz, power_restored(e30), thirty percent {Len 3.04}
// HEV_6P hl1/fvox/fuzz fuzz, power_restored(e30), thirty five percent {Len 3.91}
// HEV_7P hl1/fvox/fuzz fuzz, power_restored(e30), fourty percent {Len 3.07}
// HEV_8P hl1/fvox/fuzz fuzz, power_restored(e30), fourty five percent {Len 3.95}
// HEV_9P hl1/fvox/fuzz fuzz, power_restored(e30), fifty percent {Len 3.17}
// HEV_10P hl1/fvox/fuzz fuzz, power_restored(e30), fifty five percent {Len 4.05}
// HEV_11P hl1/fvox/fuzz fuzz, power_restored(e30), sixty percent {Len 3.16}
// HEV_12P hl1/fvox/fuzz fuzz, power_restored(e30), sixty five percent {Len 4.04}
// HEV_13P hl1/fvox/fuzz fuzz, power_restored(e30), seventy percent {Len 3.12}
// HEV_14P hl1/fvox/fuzz fuzz, power_restored(e30), seventy five percent {Len 4.00}
// HEV_15P hl1/fvox/fuzz fuzz, power_restored(e30), eighty percent {Len 2.88}
// HEV_16P hl1/fvox/fuzz fuzz, power_restored(e30), eighty five percent {Len 3.76}
// HEV_17P hl1/fvox/fuzz fuzz, power_restored(e30), ninety percent {Len 3.12}
// HEV_18P hl1/fvox/fuzz fuzz, power_restored(e30), ninety five percent {Len 4.00}
// HEV_19P hl1/fvox/fuzz fuzz, power_level_is onehundred percent {Len 4.62}

// // weapon/ammo

// HEV_AMO0 hl1/fvox/blip ammo_depleted {Len 2.16 closecaption HEV.ammo_depleted}

// // suit

// HEV_V0 hl1/fvox/blip, voice_on {Len 3.17}


// HEV_V1 hl1/fvox/blip, voice_off {Len 3.06}

// HEV_E0 hl1/fvox/buzz buzz, armor_gone {Len 2.95 closecaption HEV.armor_gone}


// HEV_E1 hl1/fvox/buzz, armor_gone {Len 2.62 closecaption HEV.armor_gone}
// HEV_E2 hl1/fvox/buzz, hev_critical_fail {Len 4.75 closecaption
HEV.hev_critical_fail}
// HEV_E3 hl1/fvox/buzz, hev_general_fail {Len 3.22 closecaption
HEV.hev_general_fail}
// HEV_E4 hl1/fvox/buzz, hev_damage {Len 3.53 closecaption HEV.hev_damage}
// HEV_E5 hl1/fvox/buzz, powermove_overload {Len 4.98 closecaption
HEV.powermove_overload}

// // time remaining countdown

// //HEV_F10t hl1/fvox/bell time_remaining ten seconds


// //HEV_F15t hl1/fvox/bell time_remaining fifteen seconds
// //HEV_F20t hl1/fvox/bell time_remaining twenty seconds
// //HEV_F30t hl1/fvox/bell time_remaining thirty seconds

// // detections

// HEV_DET0 hl1/fvox/blip blip blip, biohazard_detected {Len 3.67 closecaption


HEV.biohazard_detected}
// HEV_DET1 hl1/fvox/blip blip blip, chemical_detected {Len 4.33 closecaption
HEV.chemical_detected}
// HEV_DET2 hl1/fvox/blip blip blip, radiation_detected {Len 5.08 closecaption
HEV.radiation_detected}
// HEV_DET3 hl1/fvox/blip blip blip, bio_reading {Len 2.93 closecaption
HEV.bio_reading}
// HEV_DET4 hl1/fvox/blip blip blip, antitoxin_shot(e50), onehundred percent {Len
3.67 closecaption HEV.biohazard_detected}
// HEV_DET5 hl1/fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50),
onehundred percent {Len 5.37 closecaption HEV.radiation_detected}

// //HEV_GR0r hl1/fvox/range twenty meters(t60)


// //HEV_GR1r hl1/fvox/range nineteen meters
// //HEV_GR2r hl1/fvox/range eighteen meters

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