"CTF.RedTaken" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/bluehas.wav" } "CTF.RedScore" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/redscores.wav" } "CTF.RedDropped" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/bluedrop.wav" } "CTF.BlueTaken" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/redhas.wav" } "CTF.BlueDropped" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/reddrop.wav" } "CTF.BlueScore" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/bluescores.wav" } "CTF.RedReturn" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_LOW" "wave" "classic_ctf/redreturn.wav" } "CTF.BlueReturn" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_LOW" "wave" "classic_ctf/bluereturn.wav" } "CTF.BlueWins" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/bluewins.wav" } "CTF.RedWins" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/redwin.wav" } "CTF.Draw" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/tie.wav" } "Luminousforts.Build" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/buildphase.wav" } "Luminousforts.Combat" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "classic_ctf/combatphase.wav" } "Luminousforts.Repair" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/chargeloop.wav" } "Luminousforts.Freeze" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/energy/electric_loop.wav" }