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// RADIO MESSAGES

radio.moveout
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/moveout.wav
}

radio.letsgo
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/letsgo.wav
}

radio.locknload
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/locknload.wav
}

radio.go
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/go.wav
}

radio.vip
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/vip.wav
}

Radio.CoverMe
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_coverme.wav
}

Radio.YouTakeThePoint
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/takepoint.wav
}
Radio.HoldPosition
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/position.wav
}

Radio.Regroup
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/regroup.wav
}

Radio.FollowMe
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/followme.wav
}

Radio.TakingFire
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/fireassis.wav
}

Radio.GoGoGo
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/com_go.wav
}

Radio.TeamFallBack
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/fallback.wav
}

Radio.StickTogether
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/sticktog.wav
}

Radio.GetInPosition
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/com_getinpos.wav
}

Radio.StormFront
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/stormfront.wav
}

Radio.ReportInTeam
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/com_reportin.wav
}

Radio.Affirmitive
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_affirm.wav
}

Radio.Roger
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/roger.wav
}

Radio.EnemySpotted
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_enemys.wav
}

Radio.NeedBackup
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_backup.wav
}

Radio.SectorClear
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/clear.wav
}

Radio.InPosition
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_inpos.wav
}

Radio.ReportingIn
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_reportingin.wav
}

Radio.GetOutOfThere
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/blow.wav
}

Radio.Negative
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/negative.wav
}

Radio.EnemyDown
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/enemydown.wav
}

Radio.FireInTheHole
{
channel CHAN_VOICE
volume 1
soundlevel SNDLVL_75db
wave radio/ct_fireinhole.wav
}

"Event.BombPlanted"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/bombpl.wav"
}

"Event.BombDefused"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/bombdef.wav"
}

"Event.HostageTouched"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/hostagecompromised.wav"
}

"Event.CTWin"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/ctwin.wav"
}

"Event.TERWin"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/terwin.wav"
}

"Event.RoundDraw"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/rounddraw.wav"
}

"Event.HostageRescued"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/rescued.wav"
}

"Event.HostageKilled"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "radio/hosdown.wav"
}

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