From a542ac7e5195eee01a2ae76c7f359b1cb9f22579 Mon Sep 17 00:00:00 2001 From: Ryan Dwyer Date: Fri, 5 Feb 2021 12:14:19 +1000 Subject: [PATCH] Introduce SFX constants --- src/game/bondbike.c | 11 +- src/game/bondeyespy.c | 4 +- src/game/bondwalk.c | 8 +- src/game/chr/chr.c | 6 +- src/game/chr/chraction.c | 85 +++-- src/game/chr/chraicommands.c | 518 +++++++++++++-------------- src/game/core.c | 22 +- src/game/data/data_003dc0.c | 18 +- src/game/game_005fd0.c | 8 +- src/game/game_01bea0.c | 6 +- src/game/game_097ba0.c | 2 +- src/game/game_0b69d0.c | 2 +- src/game/game_0f09f0.c | 22 +- src/game/game_190260.c | 7 +- src/game/game_1999b0.c | 6 +- src/game/mplayer/scenarios.c | 8 +- src/game/nbomb.c | 6 +- src/game/propobj.c | 282 ++++++++------- src/game/title.c | 2 +- src/game/training/training.c | 16 +- src/include/constants.h | 1 + src/include/sfx.h | 657 +++++++++++++++++++++++++++++++++++ 22 files changed, 1189 insertions(+), 508 deletions(-) create mode 100644 src/include/sfx.h diff --git a/src/game/bondbike.c b/src/game/bondbike.c index 85bed0d34..57a5d1a65 100644 --- a/src/game/bondbike.c +++ b/src/game/bondbike.c @@ -90,7 +90,7 @@ void bbikeExit(void) func0f082a1c(obj, &coord, w, 0, 0); func0f0926bc(g_Vars.currentplayer->hoverbike, 1, 0xffff); func0f0926bc(g_Vars.currentplayer->prop, 1, 0xffff); - func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, 0x80af, -1, + func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, SFX_BIKE_PULSE, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); obj->flags |= OBJFLAG_40000000; @@ -1354,16 +1354,13 @@ void bbikeTick(void) func0f0926bc(g_Vars.currentplayer->hoverbike, 1, 0xffff); - // Take-off sound - func0f0939f8(NULL, g_Vars.currentplayer->prop, 0xf5, -1, + func0f0939f8(NULL, g_Vars.currentplayer->prop, SFX_BIKE_TAKEOFF, -1, -1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1); - // Pulsating hum - func0f0939f8(NULL, g_Vars.currentplayer->prop, 0x80af, -1, + func0f0939f8(NULL, g_Vars.currentplayer->prop, SFX_BIKE_PULSE, -1, -1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1); - // Thruster - func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, 0x1b4, -1, + func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, SFX_BIKE_ENGINE, -1, -1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1); } diff --git a/src/game/bondeyespy.c b/src/game/bondeyespy.c index c6c2d5881..df6fa869b 100644 --- a/src/game/bondeyespy.c +++ b/src/game/bondeyespy.c @@ -656,14 +656,14 @@ bool eyespyTryLaunch(void) // Launch successful g_Vars.currentplayer->eyespy->initialised = true; - audioStart(var80095200, 0x80ab, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_DETONATE, 0, -1, -1, -1, -1, -1); launched = true; chr->chrflags &= ~CHRCFLAG_HIDDEN; chr->chrflags &= ~CHRCFLAG_INVINCIBLE_TO_GUNFIRE; - func0f0939f8(NULL, g_Vars.currentplayer->eyespy->prop, 0x1bd, -1, + func0f0939f8(NULL, g_Vars.currentplayer->eyespy->prop, SFX_EYESPY_RUNNING, -1, -1, 2, 0, 0, 0, -1, 0, -1, -1, -1, -1); } diff --git a/src/game/bondwalk.c b/src/game/bondwalk.c index 4a807936c..1d01258ec 100644 --- a/src/game/bondwalk.c +++ b/src/game/bondwalk.c @@ -709,7 +709,7 @@ glabel bwalkCalculateNewPositionWithPush // func0f03417c(g_Vars.currentplayer->prop->chr, 0.4f, &sp90, 0, g_Vars.currentplayer->prop); // // // Laser zap sound -// audioStart(var80095200, 0xf2, 0, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_PICKUP_LASER, 0, -1, -1, -1, -1, -1); // } // } // } else if (obstacle->type == PROPTYPE_CHR) { @@ -1355,7 +1355,11 @@ void bwalkUpdateVertical(void) && (chr->headnum == HEAD_DARK_COMBAT || chr->headnum == HEAD_DARK_FROCK) && g_Vars.lvframe60 - g_Vars.currentplayer->fallstart > 40) { // Play Jo landing grunt - s32 sounds[] = { 0x046f, 0x05b6, 0x05b7 }; + s32 sounds[] = { + SFX_JO_LANDING_046F, + SFX_JO_LANDING_05B6, + SFX_JO_LANDING_05B7 + }; func0f0939f8(NULL, g_Vars.currentplayer->prop, sounds[random() % 3], -1, -1, 0x8400, 0, 0, 0, -1, 0, -1, -1, -1, -1); diff --git a/src/game/chr/chr.c b/src/game/chr/chr.c index 51c540cf7..89f6002c2 100644 --- a/src/game/chr/chr.c +++ b/src/game/chr/chr.c @@ -3967,8 +3967,7 @@ void chrCloak(struct chrdata *chr, bool value) chr->hidden |= CHRHFLAG_CLOAKED; if (value) { - // Cloak sound - func0f0939f8(0, chr->prop, 0x5b, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); + func0f0939f8(0, chr->prop, SFX_CLOAK_ON, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); } } } @@ -3979,8 +3978,7 @@ void chrUncloak(struct chrdata *chr, bool value) chr->hidden &= ~CHRHFLAG_CLOAKED; if (value) { - // Uncloak sound - func0f0939f8(0, chr->prop, 0x5c, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); + func0f0939f8(0, chr->prop, SFX_CLOAK_OFF, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); } #if PIRACYCHECKS diff --git a/src/game/chr/chraction.c b/src/game/chr/chraction.c index 1905062bf..f663ec003 100644 --- a/src/game/chr/chraction.c +++ b/src/game/chr/chraction.c @@ -12566,7 +12566,7 @@ void chrTickAnim(struct chrdata *chr) && modelGetCurAnimFrame(chr->model) >= 42 && (g_Vars.lvframenum & 1) == 0 && chrGetDistanceToCurrentPlayer(chr) < 800) { - func0f0939f8(NULL, chr->prop, 0x37, -1, + func0f0939f8(NULL, chr->prop, SFX_0037, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); } @@ -12747,21 +12747,32 @@ void chrTickDie(struct chrdata *chr) struct model *model = chr->model; u32 race = CHRRACE(chr); - // Thud noises - u16 thuds[] = { 0x808d, 0x808e, 0x808f, 0x8090, 0x8091, 0x8092, 0x8093, 0x8094, 0x8095, 0x8096, 0x8097 }; + u16 thuds[] = { + SFX_THUD_808D, + SFX_THUD_808E, + SFX_THUD_808F, + SFX_THUD_8090, + SFX_THUD_8091, + SFX_THUD_8092, + SFX_THUD_8093, + SFX_THUD_8094, + SFX_THUD_8095, + SFX_THUD_8096, + SFX_THUD_8097, + }; u16 specialdiesounds[] = { - 0x8129, // "Noooo!" - 0x812f, // Death scream - 0x813a, // "Noooo!" - 0x813a, // "Noooo!" - 0x812f, // Death scream - 0x8092, // Thud - 0x8093, // Thud - 0x8094, // Thud - 0x8095, // Thud - 0x8096, // Thud - 0x8097, // Thud + SFX_M1_NOOO, // "Noooo!" + SFX_M1_SCREAM, // Death scream + SFX_M2_NOOO, // "Noooo!" + SFX_M2_NOOO, // "Noooo!" + SFX_M1_SCREAM, // Death scream + SFX_THUD_8092, + SFX_THUD_8093, + SFX_THUD_8094, + SFX_THUD_8095, + SFX_THUD_8096, + SFX_THUD_8097, }; static s32 thudindex = 0; @@ -12783,7 +12794,15 @@ void chrTickDie(struct chrdata *chr) if (g_DrCarollDyingTimer > 120 && chr->voicebox) { // Play speech - u16 phrases[] = { 0x024d, 0x024e, 0x024f, 0x0256, 0x0257, 0x0258 }; + u16 phrases[] = { + SFX_DRCAROLL_SYSTEMS_FAILURE, + SFX_DRCAROLL_YOU_GO_ON, + SFX_DRCAROLL_I_CANT_MAKE_IT, + SFX_DRCAROLL_IM_DYING, + SFX_DRCAROLL_GOODBYE, + SFX_DRCAROLL_YOU_WERE_SUPPOSED, + }; + func0f0939f8(NULL, chr->prop, phrases[random() % 5], -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); chr->voicebox = 0; @@ -12807,7 +12826,7 @@ void chrTickDie(struct chrdata *chr) // Play shield damage sound chr->soundtimer = 0; var80068080 -= 5; - func0f0939f8(NULL, prop, 0x64, -1, + func0f0939f8(NULL, prop, SFX_SHIELD_DAMAGE, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); sparksCreate(prop->rooms[0], prop, &prop->pos, NULL, 0, 1); } @@ -12838,7 +12857,7 @@ void chrTickDie(struct chrdata *chr) // If due, play thud 2 sound if (chr->act_die.thudframe2 >= 0 && modelGetCurAnimFrame(model) >= chr->act_die.thudframe2) { if (chr->specialdie < 5) { - func0f0939f8(NULL, chr->prop, 0x808e, -1, + func0f0939f8(NULL, chr->prop, SFX_THUD_808E, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); } else { func0f0939f8(NULL, chr->prop, thuds[thudindex], -1, @@ -13060,17 +13079,17 @@ void chrTickDruggedDrop(struct chrdata *chr) struct model *model = chr->model; u16 thuds[11] = { - 0x808d, - 0x808e, - 0x808f, - 0x8090, - 0x8091, - 0x8092, - 0x8093, - 0x8094, - 0x8095, - 0x8096, - 0x8097, + SFX_THUD_808D, + SFX_THUD_808E, + SFX_THUD_808F, + SFX_THUD_8090, + SFX_THUD_8091, + SFX_THUD_8092, + SFX_THUD_8093, + SFX_THUD_8094, + SFX_THUD_8095, + SFX_THUD_8096, + SFX_THUD_8097, }; static s32 thudindex = 0; @@ -23090,7 +23109,12 @@ void chrTickSkJump(struct chrdata *chr) modelSetAnimSpeed(chr->model, 2.5, 0); break; case SKJUMPSTATE_AIRBORNE: { - u16 sounds[] = { 0x532, 0x533, 0x534 }; + u16 sounds[] = { + SFX_SKEDAR_ROAR_0532, + SFX_SKEDAR_ROAR_0533, + SFX_SKEDAR_ROAR_0534, + }; + func0f0939f8(NULL, chr->prop, sounds[random() % 3], -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); modelSetAnimation(chr->model, ANIM_SKEDAR_JUMPAIR, 0, 0, -1, 16); @@ -27715,8 +27739,7 @@ bool chrIsAvoiding(struct chrdata *chr) void chrDrCarollEmitSparks(struct chrdata *chr) { if (chr && chr->prop) { - // Spark/shield sound - func0f0939f8(0, chr->prop, 0x64, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); + func0f0939f8(0, chr->prop, SFX_SHIELD_DAMAGE, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); sparksCreate(chr->prop->rooms[0], chr->prop, &chr->prop->pos, NULL, 0, 1); } } diff --git a/src/game/chr/chraicommands.c b/src/game/chr/chraicommands.c index 32771ad98..bb4e44537 100644 --- a/src/game/chr/chraicommands.c +++ b/src/game/chr/chraicommands.c @@ -6941,222 +6941,222 @@ bool ai012f(void) s16 g_GuardQuipBank[][4] = { // Voicebox 0 - { QUIP_ATTACK1, 0x027b, 0x027b, 0x027c }, // "I've got a clear shot", "She's mine" - { QUIP_ATTACK2, 0x027d, 0x027e, 0x027f }, // "Open fire", "Wipe her out", "Waste her" - { QUIP_GOTOCOVER1, 0x028a, 0x028b, 0x028c }, // "Cover me", "Watch my back", "Take cover" - { QUIP_GRENADE1, 0x035b, 0x035c, 0x035d }, // "Look out, look out", "It's a grenade", "Clear the area" - { QUIP_RETREAT1, 0x0290, 0x80fb, 0x0292 }, // "Go to plan B", "Get the hell out of here", "Retreat" - { QUIP_GRENADE2, 0x0293, 0x0294, 0x029d }, // "Catch", "Everybody down", "Grenade" - { QUIP_RETREAT2, 0x0297, 0x0298, 0x0299 }, // "Fall back", "Everyone back off", "Withdraw" - { QUIP_FLANK, 0x029a, 0x029b, 0x029c }, // "Flank the target", "Let's split up", "Surround her" - { QUIP_SURRENDER, 0x02a7, 0x02a8, 0x02a9 }, // "Please, don't shoot me", "I give up", "You win, I surrender" - { QUIP_HEARNOISE, 0x026b, 0x026c, 0x026d }, // "Did you hear that?", "What's that noise?", "I heard a noise" - { QUIP_10, 0x0037, 0x0037, 0x0037 }, - { QUIP_SEEPLAYER, 0x0264, 0x0265, 0x0266 }, // "Hey, you", "Intruder alert", "We've got a contact" - { QUIP_SHOTUNALERT, 0x80f7, 0x80f7, 0x80f8 }, // "Holy shh", "What the hell?" - { QUIP_INJURED1, 0x025e, 0x025f, 0x0260 }, // "Medic!", "Ow!", "You shot me!" - { QUIP_INJURED2, 0x0261, 0x0262, 0x0263 }, // "I'm hit, I'm hit!", "I'm taking fire!", "Taking damage!" - { QUIP_KILLEDPLAYER1, 0x02a3, 0x02a4, 0x02a5 }, // "Grab a body bag", "One for the morgue", "Rest in peace" - { QUIP_WARNFRIENDS, 0x0272, 0x0273, 0x0274 }, // "Intruder alert", "We've got trouble", "We've got problems" - { QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 }, - { QUIP_SURPRISED, 0x025b, 0x025c, 0x025c }, // "What the?", "Who the?" - { QUIP_INSPECTBODY, 0x026e, 0x026f, 0x0270 }, // "Are you okay?", "Got a man down!", "He's bought it" - { QUIP_20, 0x0037, 0x0037, 0x0037 }, - { QUIP_HITPLAYER, 0x0280, 0x0281, 0x0282 }, // "Give it up!", "Surrender, now!", "Take that!" - { QUIP_MISSEDPLAYER1, 0x80f9, 0x80f9, 0x0287 }, // "Damn it, missed", "How did I miss?" - { QUIP_MISSEDPLAYER2, 0x80fa, 0x80fa, 0x0289 }, // "God sake, someone hit her", "She's a tricky one" - { QUIP_GOTOCOVER2, 0x028d, 0x028e, 0x028f }, // "Take cover", "I'll cover you", "Get down!" - { QUIP_DIE, 0x80fc, 0x80fd, 0x02a2 }, // "You bitch", "Oh my god", "She got me" - { QUIP_26, 0x0037, 0x0037, 0x0037 }, - { QUIP_SEARCHSUCCESS, 0x0275, 0x0277, 0x0278 }, // "I see her", "There she is", "There, movement" - { QUIP_SEEEYESPY, 0x8167, 0x04c9, 0x04ca }, // "What the hell?", "Hello there", "What's this?" - { QUIP_GREETING, 0x815d, 0x815e, 0x815f }, // "How's things?", "Hey there", "Hi, how are you?" - { QUIP_ASKWEAPON1, 0x1aa0, 0x1aa1, 0x1aa2 }, // "Where did you get that?", "Should you have that?", "What are you doing with that weapon?" - { QUIP_ASKWEAPON2, 0x0037, 0x1aa3, 0x1aa4 }, // "Don't point that at me", "Watch where you're pointing that" - { QUIP_UNCOVERDISGUISE1, 0x1aa5, 0x1aa5, 0x1aa6 }, // "Imposter!", "It's a spy!" - { QUIP_LOSTGUN, 0x04c6, 0x04c6, 0x04c6 }, // "My gun!" - { QUIP_GOFORALARM, 0x04c7, 0x04c7, 0x04c7 }, // "Trigger the alarm" - { QUIP_SEARCHFAIL, 0x04cb, 0x04cb, 0x04cc }, // "I'm sure I heard a noise", "I must be hearing things" - { QUIP_ATTACK3, 0x027b, 0x027b, 0x027d }, // "I've got a clear shot", "Open fire!" - { QUIP_ATTACK4, 0x027b, 0x027d, 0x027d }, // "I've got a clear shot", "Open fire!" - { QUIP_KILLEDPLAYER2, 0x02a3, 0x02a4, 0x02a5 }, // "Grab a body bag", "One for the morgue", "Rest in peace" - { QUIP_GUNJAMMED, 0x04c6, 0x04c6, 0x04c6 }, // "My gun!" - { QUIP_UNCOVEREDDISGUISE2, 0x1aa6, 0x1aa6, 0x1aa6 }, // "It's a spy!" + { QUIP_ATTACK1, SFX_M0_CLEAR_SHOT, SFX_M0_CLEAR_SHOT, SFX_M0_SHES_MINE }, + { QUIP_ATTACK2, SFX_M0_OPEN_FIRE, SFX_M0_WIPE_HER_OUT, SFX_M0_WASTE_HER }, + { QUIP_GOTOCOVER1, SFX_M0_COVER_ME, SFX_M0_WATCH_MY_BACK, SFX_M0_TAKE_COVER }, + { QUIP_GRENADE1, SFX_M0_M1_LOOK_OUT_LOOK_OUT, SFX_M0_M1_ITS_A_GRENADE, SFX_M0_M1_CLEAR_THE_AREA }, + { QUIP_RETREAT1, SFX_M0_GO_TO_PLAN_B, SFX_M0_GET_THE_HELL_OUT_OF_HERE, SFX_M0_RETREAT }, + { QUIP_GRENADE2, SFX_M0_CATCH, SFX_M0_EVERYBODY_DOWN, SFX_M0_GRENADE }, + { QUIP_RETREAT2, SFX_M0_FALL_BACK, SFX_M0_EVERYONE_BACK_OFF, SFX_M0_WITHDRAW }, + { QUIP_FLANK, SFX_M0_FLANK_THE_TARGET, SFX_M0_LETS_SPLIT_UP, SFX_M0_SURROUND_HER }, + { QUIP_SURRENDER, SFX_M0_DONT_SHOOT_ME, SFX_M0_I_GIVE_UP, SFX_M0_YOU_WIN_I_SURRENDER }, + { QUIP_HEARNOISE, SFX_M0_HEAR_THAT, SFX_M0_WHATS_THAT_NOISE, SFX_M0_HEARD_A_NOISE }, + { QUIP_10, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SEEPLAYER, SFX_M0_HEY_YOU, SFX_M0_INTRUDER_ALERT, SFX_M0_GOT_A_CONTACT }, + { QUIP_SHOTUNALERT, SFX_M0_HOLY_SHH, SFX_M0_HOLY_SHH, SFX_M0_WHAT_THE_HELL }, + { QUIP_INJURED1, SFX_M0_MEDIC, SFX_M0_OW, SFX_M0_YOU_SHOT_ME }, + { QUIP_INJURED2, SFX_M0_IM_HIT, SFX_M0_IM_TAKING_FIRE, SFX_M0_TAKING_DAMAGE }, + { QUIP_KILLEDPLAYER1, SFX_M0_GRAB_A_BODY_BAG, SFX_M0_ONE_FOR_THE_MORGUE, SFX_M0_REST_IN_PEACE }, + { QUIP_WARNFRIENDS, SFX_M0_INTRUDER_ALERT2, SFX_M0_WEVE_GOT_TROUBLE, SFX_M0_WEVE_GOT_PROBLEMS }, + { QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SURPRISED, SFX_M0_WHAT_THE, SFX_M0_WHO_THE, SFX_M0_WHO_THE }, + { QUIP_INSPECTBODY, SFX_M0_ARE_YOU_OKAY, SFX_M0_GOT_A_MAN_DOWN, SFX_M0_HES_BOUGHT_IT }, + { QUIP_20, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_HITPLAYER, SFX_M0_GIVE_IT_UP, SFX_M0_SURRENDER_NOW, SFX_M0_TAKE_THAT }, + { QUIP_MISSEDPLAYER1, SFX_M0_DAMN_IT_MISSED, SFX_M0_DAMN_IT_MISSED, SFX_M0_HOW_DID_I_MISS }, + { QUIP_MISSEDPLAYER2, SFX_M0_GODS_SAKE_SOMEONE_HIT_HER, SFX_M0_GODS_SAKE_SOMEONE_HIT_HER, SFX_M0_SHES_A_TRICKY_ONE }, + { QUIP_GOTOCOVER2, SFX_M0_TAKE_COVER_028D, SFX_M0_ILL_COVER_YOU, SFX_M0_GET_DOWN }, + { QUIP_DIE, SFX_M0_YOU_BITCH, SFX_M0_OH_MY_GOD, SFX_M0_SHE_GOT_ME }, + { QUIP_26, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SEARCHSUCCESS, SFX_M0_I_SEE_HER, SFX_M0_THERE_SHE_IS, SFX_M0_THERE_MOVEMENT }, + { QUIP_SEEEYESPY, SFX_M0_WHAT_THE_HELL_8167, SFX_M0_HELLO_THERE, SFX_M0_WHATS_THIS }, + { QUIP_GREETING, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU }, + { QUIP_ASKWEAPON1, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING }, + { QUIP_ASKWEAPON2, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING }, + { QUIP_UNCOVERDISGUISE1, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY }, + { QUIP_LOSTGUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN }, + { QUIP_GOFORALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM }, + { QUIP_SEARCHFAIL, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_HEARING_THINGS }, + { QUIP_ATTACK3, SFX_M0_CLEAR_SHOT, SFX_M0_CLEAR_SHOT, SFX_M0_OPEN_FIRE }, + { QUIP_ATTACK4, SFX_M0_CLEAR_SHOT, SFX_M0_OPEN_FIRE, SFX_M0_OPEN_FIRE }, + { QUIP_KILLEDPLAYER2, SFX_M0_GRAB_A_BODY_BAG, SFX_M0_ONE_FOR_THE_MORGUE, SFX_M0_REST_IN_PEACE }, + { QUIP_GUNJAMMED, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN }, + { QUIP_UNCOVEREDDISGUISE2, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY }, // Voicebox 1 - { QUIP_ATTACK1, 0x0322, 0x0323, 0x0324 }, // "You made your last mistake", "What are you waiting for?", "Bring it on" - { QUIP_ATTACK2, 0x0325, 0x0326, 0x0327 }, // "Take her down, men!", "Everybody, get her!", "Attack!" - { QUIP_GOTOCOVER1, 0x812e, 0x0335, 0x0336 }, // "Cover my ass", "Cover me, now!", "I'm going for cover" - { QUIP_GRENADE1, 0x035b, 0x035c, 0x035d }, // "Look out, look out!", "It's a grenade", "Clear the area" - { QUIP_RETREAT1, 0x033a, 0x033b, 0x033c }, // "She's too good, run!", "Get some backup!", "Evacuate the area!" - { QUIP_GRENADE2, 0x033d, 0x033f, 0x0342 }, // "Catch this", "Here, keep it", "Grenade!" - { QUIP_RETREAT2, 0x0343, 0x0344, 0x0345 }, // "Withdraw, withdraw!", "Fall back!", "Everyone, get back!" - { QUIP_FLANK, 0x0346, 0x0347, 0x0348 }, // "Surround her!", "Spread out!", "Split up!" - { QUIP_SURRENDER, 0x0349, 0x034a, 0x034b }, // "Please don't", "Don't shoot", "I'm only doing my job" - { QUIP_HEARNOISE, 0x030e, 0x030f, 0x0310 }, // "That sounded like...", "Gunfire!", "Someone's shooting!" - { QUIP_10, 0x0037, 0x0037, 0x0037 }, - { QUIP_SEEPLAYER, 0x0306, 0x0307, 0x0308 }, // "Come here", "There's someone here", "Get her" - { QUIP_SHOTUNALERT, 0x0309, 0x8128, 0x030b }, // "Whoa!", "My god", "Is that a bullet?" - { QUIP_INJURED1, 0x8126, 0x0301, 0x0302 }, // "Oh my god", "I'm hit, I'm hit!", "I'm bleeding" - { QUIP_INJURED2, 0x8127, 0x0304, 0x0305 }, // "Oh god I'm hit", "Help me out", "I'm in trouble" - { QUIP_KILLEDPLAYER1, 0x0037, 0x0037, 0x0037 }, - { QUIP_WARNFRIENDS, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out" - { QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 }, - { QUIP_SURPRISED, 0x8124, 0x8125, 0x02ff }, // "Holy...", "What the hell?", "Wha?" - { QUIP_INSPECTBODY, 0x8129, 0x812a, 0x0316 }, // "Noooo!", "Oh god he's dead!", "He's gone!" - { QUIP_20, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out" - { QUIP_HITPLAYER, 0x0356, 0x0329, 0x0329 }, // "I'm just too good", "Yeah baby" - { QUIP_MISSEDPLAYER1, 0x812b, 0x032f, 0x812c }, // "Bloody stupid gun", "My gun, it's useless", "Damn it" - { QUIP_MISSEDPLAYER2, 0x0331, 0x0332, 0x812d }, // "Stop dodging", "Someone hit her", "Damn, she's good" - { QUIP_GOTOCOVER2, 0x0337, 0x0338, 0x0339 }, // "Go for it", "Go go, go!", "Run!" - { QUIP_DIE, 0x812f, 0x034d, 0x034e }, // Death scream, "Why me", choking - { QUIP_26, 0x0355, 0x0356, 0x0357 }, // "Outstanding", "I'm just too good" - { QUIP_SEARCHSUCCESS, 0x031f, 0x0320, 0x0321 }, // "Over there", "Halt", "Freeze" - { QUIP_SEEEYESPY, 0x04cf, 0x04d0, 0x04d1 }, // "What is it?", "How did that get here?", "Don't touch it!" - { QUIP_GREETING, 0x8163, 0x8163, 0x8164 }, // "Hi there", "How's things?" - { QUIP_ASKWEAPON1, 0x1ace, 0x1ace, 0x1acf }, // "Where are you taking that weapon?", "Get that firearm approved, now!" - { QUIP_ASKWEAPON2, 0x1ad0, 0x1ad0, 0x1ad1 }, // "Hey watch what you're doing with that", "Be careful!" - { QUIP_UNCOVERDISGUISE1, 0x1ad2, 0x1ad2, 0x1ad3 }, // "Stop right there", "Drop the gun" - { QUIP_LOSTGUN, 0x8168, 0x8168, 0x8168 }, // "Geez" - { QUIP_GOFORALARM, 0x04ce, 0x04ce, 0x04ce }, // "Warn the others" - { QUIP_SEARCHFAIL, 0x04d2, 0x04d3, 0x04d3 }, // "I can't see anybody", "There's no one here" - { QUIP_ATTACK3, 0x0322, 0x0323, 0x0324 }, // "You made your last mistake", "What are you waiting for?", "Bring it on" - { QUIP_ATTACK4, 0x0324, 0x0327, 0x0327 }, // "Bring it on", "Attack!" - { QUIP_KILLEDPLAYER2, 0x0356, 0x0357, 0x035a }, // "I'm just too good", "Yee-ha, got one", "Another one bites the dust" - { QUIP_GUNJAMMED, 0x812b, 0x032f, 0x812c }, // "Bloody stupid gun", "My gun, it's useless", "Damn it" - { QUIP_UNCOVEREDDISGUISE2, 0x1ad2, 0x1ad2, 0x1ad2 }, // "Stop right there!" + { QUIP_ATTACK1, SFX_M1_LAST_MISTAKE, SFX_M1_WHAT_ARE_YOU_WAITING_FOR, SFX_M1_BRING_IT_ON }, + { QUIP_ATTACK2, SFX_M1_TAKE_HER_DOWN, SFX_M1_EVERYBODY_GET_HER, SFX_M1_ATTACK }, + { QUIP_GOTOCOVER1, SFX_M1_COVER_MY_ASS, SFX_M1_COVER_ME_NOW, SFX_M1_IM_GOING_FOR_COVER }, + { QUIP_GRENADE1, SFX_M0_M1_LOOK_OUT_LOOK_OUT, SFX_M0_M1_ITS_A_GRENADE, SFX_M0_M1_CLEAR_THE_AREA }, + { QUIP_RETREAT1, SFX_M1_SHES_TOO_GOOD_RUN, SFX_M1_GET_SOME_BACKUP, SFX_M1_EVACUATE_THE_AREA }, + { QUIP_GRENADE2, SFX_M1_CATCH_THIS, SFX_M1_HERE_KEEP_IT, SFX_M1_GRENADE }, + { QUIP_RETREAT2, SFX_M1_WITHDRAW, SFX_M1_FALL_BACK, SFX_M1_EVERYONE_GET_BACK }, + { QUIP_FLANK, SFX_M1_SURROUND_HER, SFX_M1_SPREAD_OUT, SFX_M1_SPLIT_UP }, + { QUIP_SURRENDER, SFX_M1_PLEASE_DONT, SFX_M1_DONT_SHOOT, SFX_M1_IM_ONLY_DOING_MY_JOB }, + { QUIP_HEARNOISE, SFX_M1_THAT_SOUNDED_LIKE, SFX_M1_GUNFIRE, SFX_M1_SOMEONES_SHOOTING }, + { QUIP_10, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SEEPLAYER, SFX_M1_COME_HERE, SFX_M1_THERES_SOMEONE_HERE, SFX_M1_GET_HER }, + { QUIP_SHOTUNALERT, SFX_M1_WHOA, SFX_M1_MY_GOD, SFX_M1_IS_THAT_A_BULLET }, + { QUIP_INJURED1, SFX_M1_OH_MY_GOD, SFX_M1_IM_HIT_IM_HIT, SFX_M1_IM_BLEEDING }, + { QUIP_INJURED2, SFX_M1_OH_GOD_IM_HIT, SFX_M1_HELP_ME_OUT, SFX_M1_IM_IN_TROUBLE }, + { QUIP_KILLEDPLAYER1, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_WARNFRIENDS, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT }, + { QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SURPRISED, SFX_M1_HOLY, SFX_M1_WHAT_THE_HELL, SFX_M1_WHA }, + { QUIP_INSPECTBODY, SFX_M1_NOOO, SFX_M1_OH_GOD_HES_DEAD, SFX_M1_HES_GONE }, + { QUIP_20, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT }, + { QUIP_HITPLAYER, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEAH_BABY, SFX_M1_YEAH_BABY }, + { QUIP_MISSEDPLAYER1, SFX_M1_BLOODY_STUPID_GUN, SFX_M1_MY_GUN_ITS_USELESS, SFX_M1_DAMN_IT }, + { QUIP_MISSEDPLAYER2, SFX_M1_STOP_DODGING, SFX_M1_SOMEONE_HIT_HER, SFX_M1_DAMN_SHES_GOOD }, + { QUIP_GOTOCOVER2, SFX_M1_GO_FOR_IT, SFX_M1_GO_GO_GO, SFX_M1_RUN }, + { QUIP_DIE, SFX_M1_SCREAM, SFX_M1_WHY_ME, SFX_M1_CHOKING }, + { QUIP_26, SFX_M1_OUTSTANDING, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEEHAH_GOT_ONE }, + { QUIP_SEARCHSUCCESS, SFX_M1_OVER_THERE, SFX_M1_HALT, SFX_M1_FREEZE }, + { QUIP_SEEEYESPY, SFX_M1_WHAT_IS_IT, SFX_M1_HOW_DID_THAT_GET_HERE, SFX_M1_DONT_TOUCH_IT }, + { QUIP_GREETING, SFX_M1_HI_THERE, SFX_M1_HI_THERE, SFX_M1_HOWS_THINGS }, + { QUIP_ASKWEAPON1, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_GET_THAT_FIREARM_APPROVED }, + { QUIP_ASKWEAPON2, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_BE_CAREFUL }, + { QUIP_UNCOVERDISGUISE1, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_DROP_THE_GUN }, + { QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ }, + { QUIP_GOFORALARM, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS }, + { QUIP_SEARCHFAIL, SFX_M1_I_CANT_SEE_ANYBODY, SFX_M1_THERES_NO_ONE_HERE, SFX_M1_THERES_NO_ONE_HERE }, + { QUIP_ATTACK3, SFX_M1_LAST_MISTAKE, SFX_M1_WHAT_ARE_YOU_WAITING_FOR, SFX_M1_BRING_IT_ON }, + { QUIP_ATTACK4, SFX_M1_BRING_IT_ON, SFX_M1_ATTACK, SFX_M1_ATTACK }, + { QUIP_KILLEDPLAYER2, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEEHAH_GOT_ONE, SFX_M1_ANOTHER_ONE_BITES_THE_DUST }, + { QUIP_GUNJAMMED, SFX_M1_BLOODY_STUPID_GUN, SFX_M1_MY_GUN_ITS_USELESS, SFX_M1_DAMN_IT }, + { QUIP_UNCOVEREDDISGUISE2, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE }, // Voicebox 2 - { QUIP_ATTACK1, 0x03e7, 0x03e8, 0x03e9 }, // "Come on, man", "Die", "Take this" - { QUIP_ATTACK2, 0x03ea, 0x03eb, 0x03ec }, // "Move in", "You're out of your league", "Let her have it" - { QUIP_GOTOCOVER1, 0x03f9, 0x03fa, 0x03fb }, // "Help me out here", "Hey, distract her", "Keep her occupied" - { QUIP_GRENADE1, 0x0420, 0x0421, 0x813d }, // "Get back, quick!", "We're gonna die!", "God, run!" - { QUIP_RETREAT1, 0x03ff, 0x8139, 0x0401 }, // "Retreat!", "Let's get the hell out of here", "Get back, get back!" - { QUIP_GRENADE2, 0x0403, 0x0405, 0x0407 }, // "Fire in the hole", "Here's a little present for ya", "Try this for size" - { QUIP_RETREAT2, 0x0408, 0x0409, 0x040a }, // "Get out of the way!", "Fall back!", "Move out" - { QUIP_FLANK, 0x040b, 0x040c, 0x040d }, // "Team up, guys", "Come on, around the side", "Scatter!" - { QUIP_SURRENDER, 0x040e, 0x040f, 0x0410 }, // "I don't like this any more", "Don't hurt me", "You win, I give up" - { QUIP_HEARNOISE, 0x03d6, 0x03d6, 0x03d7 }, // "Listen, gunshots", "Someone's nearby" - { QUIP_10, 0x0037, 0x0037, 0x0037 }, - { QUIP_SEEPLAYER, 0x03d0, 0x03d1, 0x8134 }, // "Target sighted", "Come on, man", "God damn it" - { QUIP_SHOTUNALERT, 0x03d3, 0x8135, 0x03d5 }, // "That was close", "Holy moly", "Ay caramba" - { QUIP_INJURED1, 0x8132, 0x03c8, 0x03c8 }, // "Geez, that hurt", "Why you..." - { QUIP_INJURED2, 0x03cd, 0x03ce, 0x8133 }, // "I'm injured", "I'm hit, I'm hit", "Damn it, I'm taking fire!" - { QUIP_KILLEDPLAYER1, 0x0037, 0x0037, 0x0037 }, - { QUIP_WARNFRIENDS, 0x03e1, 0x03e2, 0x03e3 }, // "Watch out!", "Help me out", "We've got an intruder" - { QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 }, - { QUIP_SURPRISED, 0x03c4, 0x03c5, 0x03c6 }, // "How the?", "Hey", "Stop" - { QUIP_INSPECTBODY, 0x03d9, 0x03da, 0x03db }, // "Body count's too high!", "I never liked him anyway", "That was my best friend" - { QUIP_20, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out" - { QUIP_HITPLAYER, 0x03ed, 0x03ee, 0x03ef }, // "Surrender or die", "I have you now", "You won't beat me" - { QUIP_MISSEDPLAYER1, 0x8136, 0x03f4, 0x8137 }, // "Damn, missed again", "I don't believe it", "Damn you" - { QUIP_MISSEDPLAYER2, 0x8138, 0x03f7, 0x03f8 }, // "Hell, she's good", "Stop moving", "No escape for you" - { QUIP_GOTOCOVER2, 0x03fc, 0x03fd, 0x03fe }, // "Move it, move it", "Get to cover now", "Run for it" - { QUIP_DIE, 0x813a, 0x813c, 0x0415 }, // "Noooo!", "Oh god, I'm dying", "I don't want to die" - { QUIP_26, 0x041b, 0x041c, 0x041d }, // "I'm the man", "Boy that was close", "Did you see that?" - { QUIP_SEARCHSUCCESS, 0x03e4, 0x03e5, 0x03e6 }, // "Get her!", "There, attack!", "Hey, you, stop!" - { QUIP_SEEEYESPY, 0x04d5, 0x04d6, 0x04d7 }, // "Is it dangerous?", "Don't move", "Stay back" - { QUIP_GREETING, 0x8165, 0x8165, 0x8166 }, // "Hello", "Hey, what's up?" - { QUIP_ASKWEAPON1, 0x1ad6, 0x1ad6, 0x1ad7 }, // "Do you have permission for that?", "What are you doing with that gun?" - { QUIP_ASKWEAPON2, 0x1ad8, 0x1ad8, 0x1ad9 }, // "Hey, that's dangerous", "Watch it, that thing could go off" - { QUIP_UNCOVERDISGUISE1, 0x1ada, 0x1ada, 0x1adb }, // "Put your hands up", "It's a terrorist!" - { QUIP_LOSTGUN, 0x8168, 0x8168, 0x8168 }, // "Geez" - { QUIP_GOFORALARM, 0x04d4, 0x04d4, 0x04d4 }, // "Activate the alarm!" - { QUIP_SEARCHFAIL, 0x04d8, 0x04d8, 0x04d9 }, // "I bet this is another drill", "Another false alarm" - { QUIP_ATTACK3, 0x03e7, 0x03e8, 0x03e9 }, // "Come on, man", "Die", "Take this" - { QUIP_ATTACK4, 0x03e8, 0x03eb, 0x03eb }, // "Die", "You're out of your league" - { QUIP_KILLEDPLAYER2, 0x041b, 0x0417, 0x041d }, // "I'm the man", "It's all over for this one", "Did you see that?" - { QUIP_GUNJAMMED, 0x8134, 0x03f4, 0x8134 }, // "God damn it", "I don't believe it" - { QUIP_UNCOVEREDDISGUISE2, 0x1adb, 0x1adb, 0x1adb }, // "It's a terrorist!" + { QUIP_ATTACK1, SFX_M2_COME_ON_MAN2, SFX_M2_DIE, SFX_M2_TAKE_THIS }, + { QUIP_ATTACK2, SFX_M2_MOVE_IN, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_LET_HER_HAVE_IT }, + { QUIP_GOTOCOVER1, SFX_M2_HELP_ME_OUT_HERE, SFX_M2_HEY_DISTRACT_HER, SFX_M2_KEEP_HER_OCCUPIED }, + { QUIP_GRENADE1, SFX_M2_GET_BACK_QUICK, SFX_M2_WERE_GONNA_DIE, SFX_M2_GOD_RUN }, + { QUIP_RETREAT1, SFX_M2_RETREAT, SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE, SFX_M2_GET_BACK_GET_BACK }, + { QUIP_GRENADE2, SFX_M2_FIRE_IN_THE_HOLE, SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA, SFX_M2_TRY_THIS_FOR_SIZE }, + { QUIP_RETREAT2, SFX_M2_GET_OUT_OF_THE_WAY, SFX_M2_FALL_BACK, SFX_M2_MOVE_OUT }, + { QUIP_FLANK, SFX_M2_TEAM_UP_GUYS, SFX_M2_COME_ON_AROUND_THE_SIDE, SFX_M2_SCATTER }, + { QUIP_SURRENDER, SFX_M2_I_DONT_LIKE_THIS_ANY_MORE, SFX_M2_DONT_HURT_ME, SFX_M2_YOU_WIN_I_GIVE_UP }, + { QUIP_HEARNOISE, SFX_M2_LISTEN_GUNSHOTS, SFX_M2_LISTEN_GUNSHOTS, SFX_M2_SOMEONES_NEARBY }, + { QUIP_10, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SEEPLAYER, SFX_M2_TARGET_SIGHTED, SFX_M2_COME_ON_MAN, SFX_M2_GOD_DAMN_IT }, + { QUIP_SHOTUNALERT, SFX_M2_THAT_WAS_CLOSE, SFX_M2_HOLY_MOLY, SFX_M2_AY_CARAMBA }, + { QUIP_INJURED1, SFX_M2_GEEZ_THAT_HURT, SFX_M2_WHY_YOU, SFX_M2_WHY_YOU }, + { QUIP_INJURED2, SFX_M2_IM_INJURED, SFX_M2_IM_HIT_IM_HIT, SFX_M2_DAMN_IT_IM_TAKING_FIRE }, + { QUIP_KILLEDPLAYER1, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_WARNFRIENDS, SFX_M2_WATCH_OUT, SFX_M2_HELP_ME_OUT, SFX_M2_WEVE_GOT_AN_INTRUDER }, + { QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 }, + { QUIP_SURPRISED, SFX_M2_HOW_THE, SFX_M2_HEY, SFX_M2_STOP }, + { QUIP_INSPECTBODY, SFX_M2_BODY_COUNTS_TOO_HIGH, SFX_M2_I_NEVER_LIKED_HIM_ANYWAY, SFX_M2_THAT_WAS_MY_BEST_FRIEND }, + { QUIP_20, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT }, + { QUIP_HITPLAYER, SFX_M2_SURRENDER_OR_DIE, SFX_M2_I_HAVE_YOU_NOW, SFX_M2_YOU_WANT_BEAT_ME }, + { QUIP_MISSEDPLAYER1, SFX_M2_DAMN_MISSED_AGAIN, SFX_M2_I_DONT_BELIEVE_IT, SFX_M2_DAMN_YOU }, + { QUIP_MISSEDPLAYER2, SFX_M2_HELL_SHES_GOOD, SFX_M2_STOP_MOVING, SFX_M2_NO_ESCAPE_FOR_YOU }, + { QUIP_GOTOCOVER2, SFX_M2_MOVE_IT_MOVE_IT, SFX_M2_GET_TO_COVER_NOW, SFX_M2_RUN_FOR_IT }, + { QUIP_DIE, SFX_M2_NOOO, SFX_M2_OH_GOD_IM_DYING, SFX_M2_I_DONT_WANT_TO_DIE }, + { QUIP_26, SFX_M2_IM_THE_MAN, SFX_M2_BOY_THAT_WAS_CLOSE, SFX_M2_DID_YOU_SEE_THAT }, + { QUIP_SEARCHSUCCESS, SFX_M2_GET_HER, SFX_M2_THERE_ATTACK, SFX_M2_HEY_YOU_STOP }, + { QUIP_SEEEYESPY, SFX_M2_IS_IT_DANGEROUS, SFX_M2_DONT_MOVE, SFX_M2_STAY_BACK }, + { QUIP_GREETING, SFX_M2_HELLO, SFX_M2_HELLO, SFX_M2_HEY_WHATS_UP }, + { QUIP_ASKWEAPON1, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_WHAT_ARE_YOU_DOING }, + { QUIP_ASKWEAPON2, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF }, + { QUIP_UNCOVERDISGUISE1, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_ITS_A_TERRORIST }, + { QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ }, + { QUIP_GOFORALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM }, + { QUIP_SEARCHFAIL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_ANOTHER_FALSE_ALARM }, + { QUIP_ATTACK3, SFX_M2_COME_ON_MAN2, SFX_M2_DIE, SFX_M2_TAKE_THIS }, + { QUIP_ATTACK4, SFX_M2_DIE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE }, + { QUIP_KILLEDPLAYER2, SFX_M2_IM_THE_MAN, SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE, SFX_M2_DID_YOU_SEE_THAT }, + { QUIP_GUNJAMMED, SFX_M2_GOD_DAMN_IT, SFX_M2_I_DONT_BELIEVE_IT, SFX_M2_GOD_DAMN_IT }, + { QUIP_UNCOVEREDDISGUISE2, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST }, // Voicebox 3 (female) - { QUIP_ATTACK1, 0x0396, 0x0396, 0x0396 }, // "Come on" - { QUIP_ATTACK2, 0x0037, 0x0398, 0x0399 }, // "Everyone, get her", "Attack!" - { QUIP_GOTOCOVER1, 0x03a4, 0x0037, 0x03a6 }, // "Cover me!", "Take cover!" - { QUIP_GRENADE1, 0x03c1, 0x03c2, 0x03c2 }, // "Look out, look out!" - { QUIP_RETREAT1, 0x03aa, 0x03ab, 0x03ac }, // "Get reinforcements!", "Evacuate the area", "Retreat!" - { QUIP_GRENADE2, 0x03ad, 0x03ae, 0x0037 }, // "Catch this", "Time to die" - { QUIP_RETREAT2, 0x03b0, 0x03b0, 0x03b1 }, // "Withdraw, withdraw!", "Fall back!" - { QUIP_FLANK, 0x0037, 0x03b3, 0x03b4 }, // "Spread out", "Split up" - { QUIP_SURRENDER, 0x03b5, 0x03b5, 0x03b6 }, // "Please dont", "Don't shoot" - { QUIP_HEARNOISE, 0x0037, 0x0389, 0x038a }, // ???, "Someone's shooting" - { QUIP_10, 0x0000, 0x0000, 0x0000 }, - { QUIP_SEEPLAYER, 0x0381, 0x0382, 0x0037 }, // "Get her!", "Hey, you, come here!" - { QUIP_SHOTUNALERT, 0x0385, 0x0037, 0x0387 }, // "Under fire!", "We're under fire!" - { QUIP_INJURED1, 0x0037, 0x037e, 0x037f }, // "I'm wounded", "Help me out" - { QUIP_INJURED2, 0x037e, 0x037f, 0x0380 }, // "I'm wounded", "I'm in trouble!" - { QUIP_KILLEDPLAYER1, 0x0000, 0x0000, 0x0000 }, - { QUIP_WARNFRIENDS, 0x0384, 0x0385, 0x0037 }, // "Target attacking", "Under fire!" - { QUIP_GOFORALARM, 0x03aa, 0x03ab, 0x03ac }, // "Get reinforcements", "Evacuate the area", "Retreat!" - { QUIP_SURPRISED, 0x0037, 0x037b, 0x037c }, // "Hey", "Huh?" - { QUIP_INSPECTBODY, 0x038d, 0x038d, 0x038d }, // "Unit down" - { QUIP_20, 0x0384, 0x0385, 0x0387 }, // "Target attacking", "Under fire!", "We're under fire!" - { QUIP_HITPLAYER, 0x039a, 0x039b, 0x0037 }, // "Did that hurt?", "You want some more?" - { QUIP_MISSEDPLAYER1, 0x039f, 0x0037, 0x03a1 }, // "This gun's useless", "Stand still" - { QUIP_MISSEDPLAYER2, 0x03a1, 0x03a2, 0x8130 }, // "Stand still", "Someone hit her", "Damn, she's good" - { QUIP_GOTOCOVER2, 0x03a7, 0x0037, 0x03a9 }, // "Go for it!", "Run!" - { QUIP_DIE, 0x03b7, 0x03b8, 0x8131 }, // "Why me?", "Nooo!", "My god" - { QUIP_26, 0x03be, 0x0037, 0x03c0 }, // "I'm just too good", "Such a waste" - { QUIP_SEARCHSUCCESS, 0x0381, 0x0382, 0x0037 }, // "Get her!", "Hey, you, come here" - { QUIP_SEEEYESPY, 0x0000, 0x0000, 0x0000 }, - { QUIP_GREETING, 0x0037, 0x0396, 0x0037 }, // "Come on" - { QUIP_ASKWEAPON1, 0x0037, 0x0396, 0x0037 }, // "Come on" - { QUIP_ASKWEAPON2, 0x0037, 0x0396, 0x0037 }, // "Come on" - { QUIP_UNCOVERDISGUISE1, 0x0037, 0x0396, 0x0037 }, // "Come on" - { QUIP_LOSTGUN, 0x037b, 0x037c, 0x037b }, // "Hey", "Huh?" - { QUIP_GOFORALARM, 0x03aa, 0x03b1, 0x03ab }, // "Get reinforcements!", "Fall back!", "Evacuate the area" - { QUIP_SEARCHFAIL, 0x0000, 0x0000, 0x0000 }, - { QUIP_ATTACK3, 0x0396, 0x0396, 0x0399 }, // "Come on", "Attack!" - { QUIP_ATTACK4, 0x0399, 0x0399, 0x0396 }, // "Attack!", "Come on" - { QUIP_KILLEDPLAYER2, 0x03bc, 0x03be, 0x03c0 }, // "Get a cleaner", "I'm just too good", "Such a waste" - { QUIP_GUNJAMMED, 0x039f, 0x039f, 0x039f }, // "This gun's useless" - { QUIP_UNCOVEREDDISGUISE2, 0x0000, 0x0000, 0x0000 }, + { QUIP_ATTACK1, SFX_F_COME_ON, SFX_F_COME_ON, SFX_F_COME_ON }, + { QUIP_ATTACK2, SFX_0037, SFX_F_EVERYONE_GET_HER, SFX_F_ATTACK }, + { QUIP_GOTOCOVER1, SFX_F_COVER_ME, SFX_0037, SFX_F_TAKE_COVER }, + { QUIP_GRENADE1, SFX_F_LOOK_OUT, SFX_F_ITS_A_GRENADE, SFX_F_ITS_A_GRENADE }, + { QUIP_RETREAT1, SFX_F_GET_REINFORCEMENTS, SFX_F_EVACUATE_THE_AREA, SFX_F_RETREAT }, + { QUIP_GRENADE2, SFX_F_CATCH_THIS, SFX_F_TIME_TO_DIE, SFX_0037 }, + { QUIP_RETREAT2, SFX_F_WITHDRAW, SFX_F_WITHDRAW, SFX_F_FALL_BACK }, + { QUIP_FLANK, SFX_0037, SFX_F_SPREAD_OUT, SFX_F_SPLIT_UP }, + { QUIP_SURRENDER, SFX_F_PLEASE_DONT, SFX_F_PLEASE_DONT, SFX_F_DONT_SHOOT }, + { QUIP_HEARNOISE, SFX_0037, SFX_F_0389, SFX_F_SOMEONES_SHOOTING }, + { QUIP_10, 0, 0, 0 }, + { QUIP_SEEPLAYER, SFX_F_GET_HER, SFX_F_HEY_YOU_COME_HERE, SFX_0037 }, + { QUIP_SHOTUNALERT, SFX_F_UNDER_FIRE, SFX_0037, SFX_F_WERE_UNDER_FIRE }, + { QUIP_INJURED1, SFX_0037, SFX_F_IM_WOUNDED, SFX_F_HELP_ME_OUT }, + { QUIP_INJURED2, SFX_F_IM_WOUNDED, SFX_F_HELP_ME_OUT, SFX_F_IM_IN_TROUBLE }, + { QUIP_KILLEDPLAYER1, 0, 0, 0 }, + { QUIP_WARNFRIENDS, SFX_F_TARGET_ATTACKING, SFX_F_UNDER_FIRE, SFX_0037 }, + { QUIP_GOFORALARM, SFX_F_GET_REINFORCEMENTS, SFX_F_EVACUATE_THE_AREA, SFX_F_RETREAT }, + { QUIP_SURPRISED, SFX_0037, SFX_F_HEY, SFX_F_HUH }, + { QUIP_INSPECTBODY, SFX_F_UNIT_DOWN, SFX_F_UNIT_DOWN, SFX_F_UNIT_DOWN }, + { QUIP_20, SFX_F_TARGET_ATTACKING, SFX_F_UNDER_FIRE, SFX_F_WERE_UNDER_FIRE }, + { QUIP_HITPLAYER, SFX_F_DID_THAT_HURT, SFX_F_YOU_WANT_SOME_MORE, SFX_0037 }, + { QUIP_MISSEDPLAYER1, SFX_F_THIS_GUNS_USELESS, SFX_0037, SFX_F_STAND_STILL }, + { QUIP_MISSEDPLAYER2, SFX_F_STAND_STILL, SFX_F_SOMEONE_HIT_HER, SFX_F_DAMN_SHES_GOOD }, + { QUIP_GOTOCOVER2, SFX_F_GO_FOR_IT, SFX_0037, SFX_F_RUN }, + { QUIP_DIE, SFX_F_WHY_ME, SFX_F_NOO, SFX_F_MY_GOD }, + { QUIP_26, SFX_F_IM_JUST_TOO_GOOD, SFX_0037, SFX_F_SUCH_A_WASTE }, + { QUIP_SEARCHSUCCESS, SFX_F_GET_HER, SFX_F_HEY_YOU_COME_HERE, SFX_0037 }, + { QUIP_SEEEYESPY, 0, 0, 0 }, + { QUIP_GREETING, SFX_0037, SFX_F_COME_ON, SFX_0037 }, + { QUIP_ASKWEAPON1, SFX_0037, SFX_F_COME_ON, SFX_0037 }, + { QUIP_ASKWEAPON2, SFX_0037, SFX_F_COME_ON, SFX_0037 }, + { QUIP_UNCOVERDISGUISE1, SFX_0037, SFX_F_COME_ON, SFX_0037 }, + { QUIP_LOSTGUN, SFX_F_HEY, SFX_F_HUH, SFX_F_HEY }, + { QUIP_GOFORALARM, SFX_F_GET_REINFORCEMENTS, SFX_F_FALL_BACK, SFX_F_EVACUATE_THE_AREA }, + { QUIP_SEARCHFAIL, 0, 0, 0 }, + { QUIP_ATTACK3, SFX_F_COME_ON, SFX_F_COME_ON, SFX_F_ATTACK }, + { QUIP_ATTACK4, SFX_F_ATTACK, SFX_F_ATTACK, SFX_F_COME_ON }, + { QUIP_KILLEDPLAYER2, SFX_F_GET_A_CLEANER, SFX_F_IM_JUST_TOO_GOOD, SFX_F_SUCH_A_WASTE }, + { QUIP_GUNJAMMED, SFX_F_THIS_GUNS_USELESS, SFX_F_THIS_GUNS_USELESS, SFX_F_THIS_GUNS_USELESS }, + { QUIP_UNCOVEREDDISGUISE2, 0, 0, 0 }, }; s16 g_SpecialQuipBank[][4] = { - { 0, 0x0af2, 0x0af3, 0x0af8 }, - { 1, 0x1aee, 0x1aef, 0x1aee }, // Secretary: "Please don't kill me", "Don't shoot" - { 2, 0x023d, 0x023e, 0x0247 }, // Dr Caroll: "Come on, come on", "My dear you're taking your time", "Come on my dear, we're going to get out of here now" - { 3, 0x0248, 0x0249, 0x024b }, // Dr Caroll: "Do you actually know what you're doing", "Ooh, ...?", "We're going to the helipad I presume" - { 4, 0x0246, 0x023f, 0x0240 }, // Dr Caroll: "I say over there, stop that", "What", "Ooh" - { 5, 0x024c, 0x0252, 0x0251 }, // Dr Caroll: "Ooh-uh", "That's quite enough of that", "Wow" - { 6, 0x024f, 0x0258, 0x024d }, // Dr Caroll: "I can't make it", "You were supposed to protect me", "Systems failure" - { 7, 0x0243, 0x0244, 0x0245 }, // Dr Caroll: "Oh crikey", "Goodness gracious me", "Don't they know who I am" - { 8, 0x1294, 0x1295, 0x1296 }, // Invest shock: "I'm not sure", "One more time", "I dunno" - { 9, 0x1297, 0x1298, 0x1297 }, // Scientist: "And again", "Try it now" - { 10, 0x1290, 0x127e, 0x8103 }, // Scientist: "What are you doing in my lab?", "I haven't seen you before", "Who the hell are you?" - { 11, 0x7324, 0x7325, 0x7326 }, // Jo: "Shut down the experiments", "Pull the plug on that, now!", "Switch this thing off" - { 12, 0x128e, 0x1280, 0x1287 }, // Scientist: "I'll shut it down", "Please, don't hurt me", "Allow me to assist you" - { 13, 0x128d, 0x1283, 0x1286 }, // Scientist: "My experiments!", "There, the experiment is down", "Leave this area now!" - { 14, 0x1291, 0x1284, 0x128a }, // Scientist: "Security!", "I'm calling security", "Accidents will happen" - { 15, 0x1292, 0x1281, 0x1288 }, // Scientist: "How did that happen", "It looks like it's off already", "Have you been tampering with this?" - { 16, 0x128b, 0x1282, 0x1289 }, // Scientist: "Someone's broken my equipment", "What's happened to the terminal?", "You vandal, you've broken it" - { 17, 0x000d, 0x000d, 0x000d }, - { 18, 0x815d, 0x815e, 0x815f }, // "How's things?", "Hey there", "Hi, how are you?" - { 19, 0x1aa0, 0x1aa1, 0x1aa2 }, // "Where did you get that?", "Should you have that?", "What are you doing with that weapon?" - { 20, 0x0037, 0x1aa3, 0x1aa4 }, // "Don't point that at me", "Watch where you're pointing that" - { 21, 0x1aa5, 0x1aa5, 0x1aa6 }, // "Imposter!", "It's a spy!" - { 22, 0x0446, 0x0461, 0x0465 }, // "Greetings, citizen", "Hey sugar, wanna party?", "Hey baby" - { 23, 0x0447, 0x045d, 0x0466 }, // "How's it going?", "Whoa, take it easy there lady", wolf whistle - { 24, 0x814a, 0x045e, 0x0463 }, // "Oh my god", "I don't want any trouble", "Here, take the wallet" - { 25, 0x0444, 0x045f, 0x0468 }, // "There's a maniac on the loose", "Quick, down there, she's got a gun", "Help, get me out of here!" - { 26, 0x0448, 0x0449, 0x0449 }, // "Guns don't scare me", "Keep away from this car" - { 27, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately" - { 28, 0x05be, 0x0515, 0x05bf }, // "You shouldn't have come here, girl", "Secure the perimeter", "We're taking over!" - { 29, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately" - { 30, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately" - { 31, 0x1aeb, 0x1aeb, 0x1aeb }, // Robot: "Stop where you are" - { 32, 0x1b35, 0x1b36, 0x1b37 }, // "Come back later, I'm busy", "Go away", "Look, I can't help you" - { 33, 0x1ac0, 0x1ac1, 0x1ac3 }, // President: "Stop shooting!", "You sure this is the way to the escape pod?", "Why are they shooting at me?" - { 34, 0x0446, 0x0461, 0x0000 }, // "Greetings, citizen", "Hey sugar, wanna party?" - { 35, 0x0447, 0x045d, 0x0000 }, // "How's it going?", "Whoa, take it easy there lady" - { 36, 0x814a, 0x045e, 0x1aee }, // "Oh my god", "I don't want any trouble", "Please don't kill me" - { 37, 0x0444, 0x045f, 0x0000 }, // "There's a maniac on the loose", "Quick, down there, she's got a gun" - { 38, 0x051b, 0x051c, 0x051d }, // Elvis: "In the name of intergalactic peace", "Eat hot lead, weirdos", "Kiss my alien butt" - { 39, 0x051e, 0x051f, 0x0520 }, // Elvis: "I'll kick your ass", "I'm doing this for your own good", "You dare shoot at me?" - { 40, 0x0521, 0x0522, 0x0525 }, // Elvis: "Don't mess with the Maian", "I'm bad", "He he" - { 41, 0x0523, 0x0523, 0x0524 }, // Elvis: "Oh It's all going wrong", "Hey, watch the suit" - { 42, 0x1adb, 0x1aa6, 0x1ad2 }, // "It's a terrorist!", "It's a spy!", "Stop right there!" - { 43, 0x0af2, 0x0af8, 0x0af8 }, - { 44, 0x0525, 0x0525, 0x0525 }, // Elvis: "He he" - { 45, 0x1aec, 0x1aec, 0x1aec }, // Robot: "Alert! Under attack" + { 0, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_YOU_WILL_REGRET, SFX_CASS_LEAVE_NOW }, + { 1, SFX_SEC_PLEASE_DONT_KILL_ME, SFX_SEC_DONT_SHOOT, SFX_SEC_PLEASE_DONT_KILL_ME }, + { 2, SFX_DRCAROLL_COME_ON, SFX_DRCAROLL_TAKING_YOUR_TIME, SFX_DRCAROLL_GET_OUT_OF_HERE }, + { 3, SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING, SFX_DRCAROLL_0249, SFX_DRCAROLL_GOING_TO_THE_HELIPAD }, + { 4, SFX_DRCAROLL_STOP_THAT, SFX_DRCAROLL_WHAT, SFX_DRCAROLL_OOH }, + { 5, SFX_DRCAROLL_OOH_UH, SFX_DRCAROLL_QUITE_ENOUGH, SFX_DRCAROLL_WHOA }, + { 6, SFX_DRCAROLL_I_CANT_MAKE_IT, SFX_DRCAROLL_YOU_WERE_SUPPOSED, SFX_DRCAROLL_SYSTEMS_FAILURE }, + { 7, SFX_DRCAROLL_OH_CRIKEY, SFX_DRCAROLL_GOODNESS_GRACIOUS, SFX_DRCAROLL_DONT_THEY_KNOW }, + { 8, SFX_K7_IM_NOT_SURE, SFX_K7_ONE_MORE_TIME, SFX_K7_I_DUNNO }, + { 9, SFX_SCI_AND_AGAIN, SFX_SCI_TRY_IT_NOW, SFX_SCI_AND_AGAIN }, + { 10, SFX_SCI_WHAT_ARE_YOU_DOING, SFX_SCI_HAVENT_SEEN_YOU, SFX_SCI_WHO_THE_HELL_ARE_YOU }, + { 11, SFX_JO_SHUT_DOWN_EXPERIMENTS, SFX_JO_PULL_THE_PLUG, SFX_JO_SWITCH_THIS_THING_OFF }, + { 12, SFX_SCI_ILL_SHUT_IT_DOWN, SFX_SCI_PLEASE_DONT_HURT_ME, SFX_SCI_ALLOW_ME_TO_ASSIST_YOU }, + { 13, SFX_SCI_MY_EXPERIMENTS, SFX_SCI_EXPERIMENT_IS_DOWN, SFX_SCI_LEAVE_THIS_AREA }, + { 14, SFX_SCI_SECURITY, SFX_SCI_IM_CALLING_SECURITY, SFX_SCI_ACCIDENTS_WILL_HAPPEN }, + { 15, SFX_SCI_HOW_DID_THAT_HAPPEN, SFX_SCI_OFF_ALREADY, SFX_SCI_HAVE_YOU_BEEN_TAMPERING }, + { 16, SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT, SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL, SFX_SCI_YOU_VANDAL }, + { 17, SFX_F_GASP_000D, SFX_F_GASP_000D, SFX_F_GASP_000D }, + { 18, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU }, + { 19, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING }, + { 20, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING }, + { 21, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY }, + { 22, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, SFX_CIV_HEY_BABY }, + { 23, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, SFX_CIV_WHISTLE }, + { 24, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_CIV_TAKE_THE_WALLET }, + { 25, SFX_CIV_THERES_A_MANIAC, SFX_CIV_QUICK_DOWN_THERE, SFX_CIV_GET_ME_OUT_OF_HERE }, + { 26, SFX_CIV_GUNS_DONT_SCARE_ME, SFX_CIV_KEEP_AWAY_FROM_THIS_CAR, SFX_CIV_KEEP_AWAY_FROM_THIS_CAR }, + { 27, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY }, + { 28, SFX_SHOULD_HAVE_COME_HERE_GIRL, SFX_SECURE_THE_PERIMETER, SFX_WERE_TAKING_OVER }, + { 29, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY }, + { 30, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY }, + { 31, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE }, + { 32, SFX_COME_BACK_LATER_IM_BUSY, SFX_GO_AWAY, SFX_LOOK_I_CANT_HELP_YOU }, + { 33, SFX_PRES_STOP_SHOOTING, SFX_PRES_YOU_SURE_THIS_IS_THE_WAY, SFX_PRES_WHY_ARE_THEY_SHOOTING }, + { 34, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, 0 }, + { 35, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, 0 }, + { 36, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_SEC_PLEASE_DONT_KILL_ME }, + { 37, SFX_CIV_THERES_A_MANIAC, SFX_CIV_QUICK_DOWN_THERE, 0 }, + { 38, SFX_ELVIS_INTERGALACTIC_PEACE, SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS, SFX_ELVIS_KISS_MY_ALIEN_BUTT }, + { 39, SFX_ELVIS_ILL_KICK_YOUR_ASS, SFX_ELVIS_FOR_YOUR_OWN_GOOD, SFX_ELVIS_YOU_DARE_SHOOT_AT_ME }, + { 40, SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN, SFX_ELVIS_IM_BAD, SFX_ELVIS_HEHE }, + { 41, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_WATCH_THE_SUIT }, + { 42, SFX_M2_ITS_A_TERRORIST, SFX_M0_ITS_A_SPY, SFX_M1_STOP_RIGHT_THERE }, + { 43, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_LEAVE_NOW, SFX_CASS_LEAVE_NOW }, + { 44, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE }, + { 45, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK }, }; s16 g_QuipTexts[][4] = { @@ -7173,20 +7173,20 @@ s16 g_QuipTexts[][4] = { }; s16 g_SkedarQuipBank[][4] = { - { 1, 0x0529, 0x052a, 0x052b }, - { 2, 0x052d, 0x052e, 0x052f }, - { 3, 0x0530, 0x0530, 0x0531 }, - { 1, 0x0532, 0x0533, 0x0534 }, - { 2, 0x0536, 0x0537, 0x0538 }, - { 3, 0x0539, 0x0539, 0x053a }, - { 0, 0x0000, 0x0000, 0x0000 }, + { 1, SFX_SKEDAR_ROAR_0529, SFX_SKEDAR_ROAR_052A, SFX_SKEDAR_ROAR_052B }, + { 2, SFX_SKEDAR_ROAR_052D, SFX_SKEDAR_ROAR_052E, SFX_SKEDAR_ROAR_052F }, + { 3, SFX_SKEDAR_ROAR_0530, SFX_SKEDAR_ROAR_0530, SFX_SKEDAR_ROAR_0531 }, + { 1, SFX_SKEDAR_ROAR_0532, SFX_SKEDAR_ROAR_0533, SFX_SKEDAR_ROAR_0534 }, + { 2, SFX_SKEDAR_ROAR_0536, SFX_SKEDAR_ROAR_0537, SFX_SKEDAR_ROAR_0538 }, + { 3, SFX_SKEDAR_ROAR_0539, SFX_SKEDAR_ROAR_0539, SFX_SKEDAR_ROAR_053A }, + { 0 }, }; s16 g_MaianQuipBank[][4] = { - { 1, 0x05e2, 0x05e3, 0x05e4 }, // laughter, mumble, mumble - { 2, 0x05e5, 0x05e6, 0x05e7 }, // mumble, mumble, laughter - { 3, 0x05df, 0x05e0, 0x05e1 }, // injuries - { 0, 0x0000, 0x0000, 0x0000 }, + { 1, SFX_MAIAN_05E2, SFX_MAIAN_05E3, SFX_MAIAN_05E4 }, + { 2, SFX_MAIAN_05E5, SFX_MAIAN_05E6, SFX_MAIAN_05E7 }, + { 3, SFX_MAIAN_YELP_05DF, SFX_MAIAN_YELP_05E0, SFX_MAIAN_YELP_05E1 }, + { 0 }, }; /** @@ -9734,51 +9734,51 @@ bool aiSetRoomToSearch(void) } s16 g_CiMainQuips[][3] = { - { 0x17a1, 0x17a2, 0x17a3 }, // Carrington - { 0x17a4, 0x17a5, 0x17a6 }, // Device training girl - { 0x17a7, 0x17a8, 0x17a9 }, // Grimshaw - { 0x17aa, 0x17ab, 0x17ac }, // Holo training girl - { 0x17ad, 0x17ae, 0x17af }, // Hangar guy - { 0x179e, 0x179f, 0x17a0 }, // Foster + { SFX_CARR_WHAT_IS_IT, SFX_CARR_A_LITTLE_BUSY, SFX_CARR_PROUD_OF_YOU }, + { SFX_CIFEM_FOSTER, SFX_CIFEM_COME_TO_SEE_ME, SFX_CIFEM_PRACTICE_MAKES_PERFECT }, + { SFX_GRIMSHAW_KNOW_YOUR_ENEMY, SFX_GRIMSHAW_ALL_EARS, SFX_GRIMSHAW_GAP_IN_RECORDS }, + { SFX_HOLO_LAST_MINUTE_TRAINING, SFX_HOLO_PRACTICE_MAKES_PERFECT, SFX_HOLO_HAVE_A_LIFE }, + { SFX_HANGERGUY_DONT_SCREW_UP, SFX_HANGERGUY_DONT_MAKE_A_MESS, SFX_HANGERGUY_HALF_HOUR_AGO }, + { SFX_FOSTER_WHAT_TO_SHOOT_AT, SFX_FOSTER_ZEROED_THE_SIGHTS, SFX_FOSTER_GOOD_SHOW }, }; s16 g_CiGreetingQuips[][3] = { - { 0x8028, 0x8028, 0x8028 }, - { 0x802b, 0x802b, 0x802b }, - { 0x802c, 0x802d, 0x802e }, - { 0x802f, 0x802f, 0x802f }, - { 0x8030, 0x8030, 0x8030 }, - { 0x8031, 0x8031, 0x8031 }, - { 0x8032, 0x8032, 0x8033 }, - { 0x8033, 0x8034, 0x8034 }, - { 0x8035, 0x8035, 0x8036 }, - { 0x8036, 0x8037, 0x8037 }, + { SFX_CARR_HELLO_JOANNA, SFX_CARR_HELLO_JOANNA, SFX_CARR_HELLO_JOANNA }, + { SFX_CIFEM_HI_THERE, SFX_CIFEM_HI_THERE, SFX_CIFEM_HI_THERE }, + { SFX_GRIMSHAW_WELCOME, SFX_GRIMSHAW_HI_THERE, SFX_GRIMSHAW_UMM_ERR_HI }, + { SFX_HOLO_HI, SFX_HOLO_HI, SFX_HOLO_HI }, + { SFX_HANGAR_WHAT_DO_YOU_WANT, SFX_HANGAR_WHAT_DO_YOU_WANT, SFX_HANGAR_WHAT_DO_YOU_WANT }, + { SFX_FOSTER_STAR_AGENT, SFX_FOSTER_STAR_AGENT, SFX_FOSTER_STAR_AGENT }, + { SFX_CIM_HEY_THERE, SFX_CIM_HEY_THERE, SFX_CIM_HI }, + { SFX_CIM_HI, SFX_CIM_HOWS_IT_GOING, SFX_CIM_HOWS_IT_GOING }, + { SFX_CIFEM_HELLO, SFX_CIFEM_HELLO, SFX_CIFEM_HI_JO }, + { SFX_CIFEM_HI_JO, SFX_CIFEM_HOWS_IT_GOING, SFX_CIFEM_HOWS_IT_GOING }, }; s16 g_CiAnnoyedQuips[][3] = { - { 0x177b, 0x177b, 0x177b }, // Carrington - { 0x177d, 0x177d, 0x177d }, // Device training girl - { 0x1789, 0x178a, 0x178b }, // Grimshaw - { 0x178d, 0x178d, 0x178d }, // Holo training girl - { 0x1795, 0x1795, 0x1795 }, // Hangar guy - { 0x1785, 0x1785, 0x1785 }, // Foster - { 0x1791, 0x1791, 0x1791 }, // Male "Don't you have to be somewhere?" - { 0x1791, 0x1791, 0x1791 }, - { 0x1782, 0x1782, 0x1782 }, // Female "Don't you have to be somewhere?" - { 0x1783, 0x1783, 0x1783 }, // "Bother someone else, would you?" + { SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME }, + { SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE }, + { SFX_GRIMSHAW_BUG_OFF, SFX_GRIMSHAW_CRIMINAL_RECORD, SFX_GRIMSHAW_LOSER }, + { SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING }, + { SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG }, + { SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE }, + { SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE }, + { SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE }, + { SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE }, + { SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE }, }; s16 g_CiThanksQuips[] = { - 0x0000, - 0x1b1c, // Device training girl "Thanks for coming back for me, Joanna" - 0x1b1f, // Grimshaw "That was too close" - 0x1b20, // Holo training girl "Quick, let's get to the hangar" - 0x0000, - 0x1b1e, // Foster "I knew I could rely on you, Joanna" - 0x1b21, // Device training guy "Thanks, Jo" - 0x1b21, - 0x1b1d, // Female "Thanks" - 0x1b1d, + 0, + SFX_CIFEM_THANKS1, + SFX_GRIMSHAW_TOO_CLOSE, + SFX_CIFEM_THANKS2, + 0, + SFX_FOSTER_RELY_ON_YOU, + SFX_CIM_THANKS_JO, + SFX_CIM_THANKS_JO, + SFX_CIFEM_THANKS3, + SFX_CIFEM_THANKS3, }; /** @@ -10312,7 +10312,7 @@ bool aiChrBeginOrEndTeleport(void) mainpri = osGetThreadPri(0); audiopri = osGetThreadPri(&g_AudioManager.thread); osSetThreadPri(0, audiopri + 1); - handle = audioStart(var80095200, 0x0433, NULL, -1, -1, -1, -1, -1); + handle = audioStart(var80095200, SFX_RELOAD_FARSIGHT, NULL, -1, -1, -1, -1, -1); if (handle) { func00033e50(handle, 16, *(u32 *)&fvalue); @@ -10353,7 +10353,7 @@ bool aiIfChrTeleportFullWhite(void) mainpri = osGetThreadPri(0); audiopri = osGetThreadPri(&g_AudioManager.thread); osSetThreadPri(0, audiopri + 1); - handle = audioStart(var80095200, 0x8055, NULL, -1, -1, -1, -1, -1); + handle = audioStart(var80095200, SFX_FIRE_SHOTGUN, NULL, -1, -1, -1, -1, -1); if (handle) { func00033e50(handle, 16, *(u32 *)&fvalue); diff --git a/src/game/core.c b/src/game/core.c index 300b49058..c2f0f25f1 100644 --- a/src/game/core.c +++ b/src/game/core.c @@ -135,7 +135,13 @@ struct audiohandle *g_MiscAudioHandle = NULL; s32 g_NumReasonsToEndMpMatch = 0; f32 g_StageTimeElapsed1f = 0; bool var80084040 = true; -u32 g_MiscSfxSounds[] = {0x05c8, 0x8068, 0x01c8}; + +u32 g_MiscSfxSounds[] = { + SFX_HEARTBEAT, + SFX_SLAYER_WHIR, + SFX_SLAYER_BEEP, +}; + s32 var80084050 = 0; s16 g_FadeNumFrames = 0; @@ -1163,12 +1169,12 @@ Gfx *coreRender(Gfx *gdl) && g_Vars.currentplayer->eyespy->camerabuttonheld) { if (g_Vars.currentplayer->eyespy->mode == EYESPYMODE_CAMSPY) { objectiveCheckHolograph(400); - audioStart(var80095200, 0x4ff, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_CAMSPY_SHUTTER, 0, -1, -1, -1, -1, -1); } else if (g_Vars.currentplayer->eyespy->mode == EYESPYMODE_DRUGSPY) { if (g_Vars.currentplayer->eyespydarts) { // Fire dart struct coord direction; - audioStart(var80095200, 0x8057, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_DRUGSPY_FIREDART, 0, -1, -1, -1, -1, -1); g_Vars.currentplayer->eyespydarts--; direction.x = g_Vars.currentplayer->eyespy->look.x; @@ -1179,7 +1185,7 @@ Gfx *coreRender(Gfx *gdl) &g_Vars.currentplayer->eyespy->prop->pos, &direction, WEAPON_TRANQUILIZER, NULL); } else { // No dart ammo - audioStart(var80095200, 0x8052, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_DRUGSPY_FIREEMPTY, 0, -1, -1, -1, -1, -1); } } else { // EYESPYMODE_BOMBSPY struct coord spd4 = {0, 0, 0}; @@ -1293,7 +1299,7 @@ Gfx *coreRender(Gfx *gdl) cutscenehasstatic = true; if (g_CutsceneStaticAudioHandle == NULL) { - audioStart(var80095200, 0x59f, &g_CutsceneStaticAudioHandle, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_INFIL_STATIC_LONG, &g_CutsceneStaticAudioHandle, -1, -1, -1, -1, -1); } g_CutsceneStaticTimer -= g_Vars.diffframe60; @@ -1308,7 +1314,7 @@ Gfx *coreRender(Gfx *gdl) if (g_CutsceneStaticTimer < 15) { if (g_CutsceneStaticActive == false) { g_CutsceneStaticActive = true; - audioStart(var80095200, 0x59e, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_INFIL_STATIC_MEDIUM, NULL, -1, -1, -1, -1, -1); } cutscenestatic = 225 - g_CutsceneStaticTimer * 10; @@ -1318,7 +1324,7 @@ Gfx *coreRender(Gfx *gdl) // to the main static above if (random() % 60 == 1) { cutscenestatic = 255; - audioStart(var80095200, 0x59d, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_INFIL_STATIC_SHORT, NULL, -1, -1, -1, -1, -1); } if (cutscenestatic) { @@ -1370,7 +1376,7 @@ Gfx *coreRender(Gfx *gdl) || (g_Vars.speedpillwant && !g_Vars.speedpillon) || (!g_Vars.speedpillwant && g_Vars.speedpillon)) { if (g_Vars.speedpillchange == 30 && !g_Vars.speedpillwant) { - audioStart(var80095200, coreGetSlowMotionType() ? 0x5c9 : 0x2ad, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, coreGetSlowMotionType() ? SFX_JO_BOOST_ACTIVATE : SFX_JO_BOOST_REVERT, 0, -1, -1, -1, -1, -1); } if (g_Vars.speedpillchange < 15) { diff --git a/src/game/data/data_003dc0.c b/src/game/data/data_003dc0.c index 844c18224..9a7f2de93 100644 --- a/src/game/data/data_003dc0.c +++ b/src/game/data/data_003dc0.c @@ -3046,15 +3046,15 @@ u32 var80061478 = 0x00000000; u32 var8006147c = 0x00000000; s32 g_FootstepSounds[] = { - /* none */ -1, -1, -1, -1, -1, -1, -1, -1, - /* wood */ 0x80dc, 0x80dd, 0x80e0, 0x80e1, 0x80de, 0x80df, 0x80e2, 0x80e3, - /* stone */ 0x80c4, 0x80c5, 0x80c8, 0x80c9, 0x80c6, 0x80c7, 0x80ca, 0x80cb, - /* carpet */ 0x80e6, 0x80e7, 0x80ea, 0x80eb, 0x80e8, 0x80e9, 0x80ec, 0x80ed, - /* metal */ 0x80d4, 0x80d5, 0x80d8, 0x80d9, 0x80d6, 0x80d7, 0x80da, 0x80db, - /* mud */ 0x80ee, 0x80ef, 0x80f2, 0x80f3, 0x80f0, 0x80f1, 0x80f4, 0x80f5, - /* water */ 0x80e4, 0x80e5, 0x80e4, 0x80e5, 0x80e4, 0x80e5, 0x80e4, 0x80e5, - /* dirt */ 0x80cc, 0x80cd, 0x80d0, 0x80d1, 0x80ce, 0x80cf, 0x80d2, 0x80d3, - /* snow */ 0x8187, 0x8188, 0x818b, 0x818c, 0x8189, 0x818a, 0x818d, 0x818e, + /* none */ -1, -1, -1, -1, -1, -1, -1, -1, + /* wood */ SFX_FOOTSTEP_80DC, SFX_FOOTSTEP_80DD, SFX_FOOTSTEP_80E0, SFX_FOOTSTEP_80E1, SFX_FOOTSTEP_80DE, SFX_FOOTSTEP_80DF, SFX_FOOTSTEP_80E2, SFX_FOOTSTEP_80E3, + /* stone */ SFX_FOOTSTEP_80C4, SFX_FOOTSTEP_80C5, SFX_FOOTSTEP_80C8, SFX_FOOTSTEP_80C9, SFX_FOOTSTEP_80C6, SFX_FOOTSTEP_80C7, SFX_FOOTSTEP_80CA, SFX_FOOTSTEP_80CB, + /* carpet */ SFX_FOOTSTEP_80E6, SFX_FOOTSTEP_80E7, SFX_FOOTSTEP_80EA, SFX_FOOTSTEP_80EB, SFX_FOOTSTEP_80E8, SFX_FOOTSTEP_80E9, SFX_FOOTSTEP_80EC, SFX_FOOTSTEP_80ED, + /* metal */ SFX_FOOTSTEP_80D4, SFX_FOOTSTEP_80D5, SFX_FOOTSTEP_80D8, SFX_FOOTSTEP_80D9, SFX_FOOTSTEP_80D6, SFX_FOOTSTEP_80D7, SFX_FOOTSTEP_80DA, SFX_FOOTSTEP_80DB, + /* mud */ SFX_FOOTSTEP_80EE, SFX_FOOTSTEP_80EF, SFX_FOOTSTEP_80F2, SFX_FOOTSTEP_80F3, SFX_FOOTSTEP_80F0, SFX_FOOTSTEP_80F1, SFX_FOOTSTEP_80F4, SFX_FOOTSTEP_80F5, + /* water */ SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, + /* dirt */ SFX_FOOTSTEP_80CC, SFX_FOOTSTEP_80CD, SFX_FOOTSTEP_80D0, SFX_FOOTSTEP_80D1, SFX_FOOTSTEP_80CE, SFX_FOOTSTEP_80CF, SFX_FOOTSTEP_80D2, SFX_FOOTSTEP_80D3, + /* snow */ SFX_FOOTSTEP_8187, SFX_FOOTSTEP_8188, SFX_FOOTSTEP_818B, SFX_FOOTSTEP_818C, SFX_FOOTSTEP_8189, SFX_FOOTSTEP_818A, SFX_FOOTSTEP_818D, SFX_FOOTSTEP_818E, }; u16 var800615a0[][2] = { diff --git a/src/game/game_005fd0.c b/src/game/game_005fd0.c index e7dc5bd73..2164f51b9 100644 --- a/src/game/game_005fd0.c +++ b/src/game/game_005fd0.c @@ -68,15 +68,15 @@ s32 chrChooseFootstepSound(struct chrdata *chr, u32 arg1) if (floortype == FLOORTYPE_METAL) { if (chr->lastfootsample) { - result = 0x8191; + result = SFX_FOOTSTEP_8191; } else { - result = 0x8192; + result = SFX_FOOTSTEP_8192; } } else { if (chr->lastfootsample) { - result = 0x818f; + result = SFX_FOOTSTEP_818F; } else { - result = 0x8190; + result = SFX_FOOTSTEP_8190; } } diff --git a/src/game/game_01bea0.c b/src/game/game_01bea0.c index 5b82c1d5a..eeff5134c 100644 --- a/src/game/game_01bea0.c +++ b/src/game/game_01bea0.c @@ -2058,7 +2058,7 @@ glabel var7f1a863c // // if (g_MpSetup.chrslots & 0xf) { // // Explosion sound -// audioStart(var80095200, 0x8098, 0, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_EXPLOSION_8098, 0, -1, -1, -1, -1, -1); // // // c444 // currentPlayerPause(IS4MB() ? MENUROOT_4MBMAINMENU : MENUROOT_MPSETUP); @@ -2180,7 +2180,7 @@ glabel var7f1a863c // if (g_Vars.unk000490 == 2) { // if (g_Vars.unk000494[i] == 0) { // // Explosion sound -// audioStart(var80095200, 0x809a, 0, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_EXPLOSION_809A, 0, -1, -1, -1, -1, -1); // } // // g_Vars.unk000494[i] = 1; @@ -2396,7 +2396,7 @@ glabel var7f1a863c // if (g_MenuData.root == MENUROOT_MPSETUP || g_MenuData.root == MENUROOT_4MBMAINMENU) { // pass = true; // // Explosion sound -// audioStart(var80095200, 0x8098, 0, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_EXPLOSION_8098, 0, -1, -1, -1, -1, -1); // } // // if (g_MenuData.root == MENUROOT_MAINMENU || g_MenuData.root == MENUROOT_TRAINING) { diff --git a/src/game/game_097ba0.c b/src/game/game_097ba0.c index ca749c11c..0cb49e8d2 100644 --- a/src/game/game_097ba0.c +++ b/src/game/game_097ba0.c @@ -23277,7 +23277,7 @@ void cboostAdd(s32 amount) } if (!g_Vars.speedpillwant) { - u32 sound = coreGetSlowMotionType() ? 0x2ad : 0x5c9; + u32 sound = coreGetSlowMotionType() ? SFX_JO_BOOST_REVERT : SFX_JO_BOOST_ACTIVATE; audioStart(var80095200, sound, 0, -1, -1, -1, -1, -1); } diff --git a/src/game/game_0b69d0.c b/src/game/game_0b69d0.c index ad2f2bbbe..697231573 100644 --- a/src/game/game_0b69d0.c +++ b/src/game/game_0b69d0.c @@ -7071,7 +7071,7 @@ glabel var7f1ad6ac // eyespy->camerashuttertime = 0; // eyespy->startuptimer60 = 0; // eyespy->prop->chr->soundtimer = 10; -// audioStart(var80095200, 0x80ab, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_DETONATE, NULL, -1, -1, -1, -1, -1); // } // // g_Vars.currentplayer->invdowntime = -40; diff --git a/src/game/game_0f09f0.c b/src/game/game_0f09f0.c index 176ba86d2..6d0a43696 100644 --- a/src/game/game_0f09f0.c +++ b/src/game/game_0f09f0.c @@ -89,42 +89,42 @@ void menuPlaySound(s32 menusound) switch (menusound) { case MENUSOUND_SWIPE: - sound = 0x5bb; + sound = SFX_MENU_SWIPE; break; case MENUSOUND_OPENDIALOG: - sound = 0x5bc; + sound = SFX_MENU_OPENDIALOG; break; case MENUSOUND_FOCUS: - sound = 0x441; + sound = SFX_MENU_FOCUS; break; case MENUSOUND_SELECT: - sound = 0x5dd; + sound = SFX_MENU_SELECT; break; case MENUSOUND_ERROR: speed = 0.4f; - sound = 0x8040; + sound = SFX_MENU_ERROR; flag1 = true; break; case MENUSOUND_EXPLOSION: - sound = 0x8098; + sound = SFX_EXPLOSION_8098; break; case MENUSOUND_TOGGLEON: - sound = 0x5dd; + sound = SFX_MENU_SELECT; break; case MENUSOUND_TOGGLEOFF: - sound = 0x43e; + sound = SFX_MENU_SUBFOCUS; break; case MENUSOUND_SUBFOCUS: - sound = 0x43e; + sound = SFX_MENU_SUBFOCUS; break; case MENUSOUND_KEYBOARDFOCUS: - sound = 0xea; + sound = SFX_PICKUP_AMMO; flag1 = true; flag2 = true; speed = 3.5f; break; case MENUSOUND_KEYBOARDCANCEL: - sound = 0x2b; + sound = SFX_MENU_CANCEL; flag1 = true; speed = 0.41904801130295f; break; diff --git a/src/game/game_190260.c b/src/game/game_190260.c index 86c9381e3..7ee64b3fc 100644 --- a/src/game/game_190260.c +++ b/src/game/game_190260.c @@ -492,7 +492,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr) } // Pickup sound - func0f0939f8(NULL, prop, 0xea, -1, + func0f0939f8(NULL, prop, SFX_PICKUP_AMMO, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); func0f06ad2c(obj, 0, obj->hidden2 & OBJH2FLAG_04); @@ -543,7 +543,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr) } // Pickup sound - func0f0939f8(NULL, prop, 0xea, -1, + func0f0939f8(NULL, prop, SFX_PICKUP_AMMO, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); func0f06ad2c(obj, 0, obj->hidden2 & OBJH2FLAG_04); @@ -596,8 +596,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr) { struct shieldobj *shield = (struct shieldobj *)prop->obj; - // Shield pickup sound - func0f0939f8(NULL, prop, 0x1cd, -1, + func0f0939f8(NULL, prop, SFX_PICKUP_SHIELD, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); chrSetShield(chr, shield->amount * 8); diff --git a/src/game/game_1999b0.c b/src/game/game_1999b0.c index d73cfea00..723e8a15a 100644 --- a/src/game/game_1999b0.c +++ b/src/game/game_1999b0.c @@ -71,11 +71,11 @@ void func0f199a40(struct chrdata *chr, u32 index, bool arg2) if (arg2) { if (aibot->weaponnum == WEAPON_FARSIGHTXR20) { // FarSight reload sound - func0f0939f8(NULL, chr->prop, 0x433, -1, + func0f0939f8(NULL, chr->prop, SFX_RELOAD_FARSIGHT, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); } else { // Normal reload sound - func0f0939f8(NULL, chr->prop, 0x804f, -1, + func0f0939f8(NULL, chr->prop, SFX_RELOAD_DEFAULT, -1, -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); } } @@ -520,7 +520,7 @@ void aibotCreateSlayerRocket(struct chrdata *chr) rocket->base.projectile->unk0b4 = 0x20000000; // Fire rocket sound - func0f0939f8(NULL, rocket->base.prop, 0x8053, -1, + func0f0939f8(NULL, rocket->base.prop, SFX_LAUNCH_ROCKET_8053, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); if (!func0f19a6d0(chr, &chr->prop->pos, &target->pos, chr->prop->rooms, target->rooms, rocket->base.projectile)) { diff --git a/src/game/mplayer/scenarios.c b/src/game/mplayer/scenarios.c index f4ad0d8d0..816965b0b 100644 --- a/src/game/mplayer/scenarios.c +++ b/src/game/mplayer/scenarios.c @@ -90,7 +90,7 @@ void func0f17fcb0(s32 silent) if (!silent) { // Explosion sound - audioStart(var80095200, 0x809a, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_EXPLOSION_809A, NULL, -1, -1, -1, -1, -1); } } @@ -564,8 +564,7 @@ void scenarioHtbCallback14(struct chrdata *chr) chr->aibot->unk0a0 += g_Vars.lvupdate240; if (chr->aibot->unk0a0 >= SECSTOTIME240(30)) { - // Point scored sound - audioStart(var80095200, 0x5b8, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_MP_SCOREPOINT, NULL, -1, -1, -1, -1, -1); var800ac500[mpPlayerGetIndex(chr)]->unk3e++; chr->aibot->unk0a0 = 0; } @@ -577,8 +576,7 @@ void scenarioHtbCallback14(struct chrdata *chr) g_Vars.currentplayerstats->tokenheldtime += g_Vars.lvupdate240; if (g_Vars.currentplayerstats->tokenheldtime >= SECSTOTIME240(30)) { - // Point scored sound - audioStart(var80095200, 0x5b8, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_MP_SCOREPOINT, NULL, -1, -1, -1, -1, -1); var800ac500[g_Vars.currentplayernum]->unk3e++; func0f0ddfa4(langGet(L_MPWEAPONS(24)), 9, 1); // "1 Point!" g_Vars.currentplayerstats->tokenheldtime = 0; diff --git a/src/game/nbomb.c b/src/game/nbomb.c index 430d30268..3a98ce143 100644 --- a/src/game/nbomb.c +++ b/src/game/nbomb.c @@ -3287,7 +3287,7 @@ void nbombsTick(void) if (youngest240 < 350) { if (g_Vars.lvupdate240 != 0) { if (g_NbombAudioHandle == 0) { - audioStart(var80095200, 0x810c, &g_NbombAudioHandle, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_SHIP_HUM, &g_NbombAudioHandle, -1, -1, -1, -1, -1); } somevalue = 32767; @@ -3382,7 +3382,7 @@ void nbombCreate(struct coord *pos, struct prop *prop) g_Nbombs[index].prop = prop; if (g_Nbombs[index].audiohandle20 == NULL) { - audioStart(var80095200, 1, &g_Nbombs[index].audiohandle20, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_LAUNCH_ROCKET, &g_Nbombs[index].audiohandle20, -1, -1, -1, -1, -1); if (g_Nbombs[index].audiohandle20) { union audioparam param; @@ -3392,7 +3392,7 @@ void nbombCreate(struct coord *pos, struct prop *prop) } if (g_Nbombs[index].audiohandle24 == NULL) { - audioStart(var80095200, 1, &g_Nbombs[index].audiohandle24, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_LAUNCH_ROCKET, &g_Nbombs[index].audiohandle24, -1, -1, -1, -1, -1); if (g_Nbombs[index].audiohandle24) { union audioparam param; diff --git a/src/game/propobj.c b/src/game/propobj.c index 4c780c409..c1b3183c8 100644 --- a/src/game/propobj.c +++ b/src/game/propobj.c @@ -19479,15 +19479,13 @@ glabel var7f1aa43c // if (door->frac > soundpoint) { // if (prevfrac <= soundpoint) { // // frac increased past the soundpoint -// // Sounds like a door closing? -// func0f0939f8(NULL, doorprop, 0x8014, -1, +// func0f0939f8(NULL, doorprop, SFX_DOOR_8014, -1, // -1, 0, 0, 12, 0, -1, 0, -1, -1, -1, -1); // } // } else { // if (prevfrac > soundpoint) { // // frac decreased past the soundpoint -// // Also sounds like a door closing -// func0f0939f8(NULL, doorprop, 0x8015, -1, +// func0f0939f8(NULL, doorprop, SFX_DOOR_8015, -1, // -1, 0, 0, 12, 0, -1, 0, -1, -1, -1, -1); // } // } @@ -26409,7 +26407,7 @@ glabel var7f1aa6e4 // hovercar->sparkstimer60 = 50; // // // Play damage sound -// func0f0939f8(NULL, prop, 0x64, -1, +// func0f0939f8(NULL, prop, SFX_SHIELD_DAMAGE, -1, // -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); // // // Create sparks @@ -27082,7 +27080,7 @@ u32 func0f07e474(struct prop *prop) if (!silent) { // Play respawn sound - func0f0939f8(NULL, prop, 0x52, -1, + func0f0939f8(NULL, prop, SFX_REGEN, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); } } @@ -37273,13 +37271,13 @@ bool propobjInteract(struct prop *prop) if (handled) { // Typing sound - audioStart(var80095200, 0x8118, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_TYPING_8118, NULL, -1, -1, -1, -1, -1); } func0f0fd494(&prop->pos); } else if (obj->type == OBJTYPE_ALARM) { // Button press sound - audioStart(var80095200, 0xba, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_PRESS_SWITCH, NULL, -1, -1, -1, -1, -1); if (alarmIsActive()) { alarmDeactivate(); @@ -37825,7 +37823,7 @@ void ammotypePlayPickupSound(u32 ammotype) case AMMOTYPE_CLOAK: case AMMOTYPE_BOOST: case AMMOTYPE_TOKEN: - audioStart(var80095200, 0xea, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_PICKUP_AMMO, NULL, -1, -1, -1, -1, -1); break; case AMMOTYPE_REMOTE_MINE: case AMMOTYPE_PROXY_MINE: @@ -37834,10 +37832,10 @@ void ammotypePlayPickupSound(u32 ammotype) case AMMOTYPE_MICROCAMERA: case AMMOTYPE_PLASTIQUE: case AMMOTYPE_ECM_MINE: - audioStart(var80095200, 0xeb, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_PICKUP_MINE, NULL, -1, -1, -1, -1, -1); break; case AMMOTYPE_KNIFE: - audioStart(var80095200, 0xe9, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_PICKUP_KNIFE, NULL, -1, -1, -1, -1, -1); break; } } @@ -37847,7 +37845,7 @@ s32 propPlayPickupSound(struct prop *prop, s32 weapon) s16 sound; if (weapon == WEAPON_COMBATKNIFE || weapon == WEAPON_COMBATKNIFE) { - sound = 0xe9; + sound = SFX_PICKUP_KNIFE; } else if (weapon == WEAPON_REMOTEMINE || weapon == WEAPON_PROXIMITYMINE || weapon == WEAPON_TIMEDMINE @@ -37855,16 +37853,16 @@ s32 propPlayPickupSound(struct prop *prop, s32 weapon) || weapon == WEAPON_TRACERBUG || weapon == WEAPON_TARGETAMPLIFIER || weapon == WEAPON_ECMMINE) { - sound = 0xeb; + sound = SFX_PICKUP_MINE; } else if (weapon == WEAPON_GRENADE || weapon == WEAPON_GRENADEROUND || weapon == WEAPON_ROCKET || weapon == WEAPON_HOMINGROCKET) { - sound = 0xea; + sound = SFX_PICKUP_AMMO; } else if (weapon == WEAPON_LASER) { - sound = 0xf2; + sound = SFX_PICKUP_LASER; } else { - sound = 0xe8; + sound = SFX_PICKUP_GUN; } return func0f0939f8(NULL, prop, sound, -1, @@ -37876,7 +37874,7 @@ void func0f087d10(s32 weaponnum) s32 sound; if (weaponnum == WEAPON_COMBATKNIFE || weaponnum == WEAPON_COMBATKNIFE) { - sound = 0xe9; + sound = SFX_PICKUP_KNIFE; } else if (weaponnum == WEAPON_REMOTEMINE || weaponnum == WEAPON_PROXIMITYMINE || weaponnum == WEAPON_TIMEDMINE @@ -37884,22 +37882,22 @@ void func0f087d10(s32 weaponnum) || weaponnum == WEAPON_TARGETAMPLIFIER || weaponnum == WEAPON_COMMSRIDER || weaponnum == WEAPON_ECMMINE) { - sound = 0xeb; + sound = SFX_PICKUP_MINE; } else if (weaponnum == WEAPON_GRENADE || weaponnum == WEAPON_GRENADEROUND || weaponnum == WEAPON_ROCKET || weaponnum == WEAPON_HOMINGROCKET) { - sound = 0xea; + sound = SFX_PICKUP_AMMO; } else if (weaponnum == WEAPON_LASER) { - sound = 0xf2; + sound = SFX_PICKUP_LASER; } else if (weaponnum == WEAPON_BOLT) { - sound = 0xe8; + sound = SFX_PICKUP_GUN; } else if (weaponnum == WEAPON_EYESPY) { - sound = 0xe5; + sound = SFX_PICKUP_KEYCARD; } else if (weaponnum > WEAPON_PSYCHOSISGUN) { - sound = 0xe5; + sound = SFX_PICKUP_KEYCARD; } else { - sound = 0xe8; + sound = SFX_PICKUP_GUN; } audioStart(var80095200, sound, NULL, -1, -1, -1, -1, -1); @@ -38899,7 +38897,7 @@ glabel var7f1aae70 // switch (obj->type) { // case 0x04: // f0888b4 - key // if (g_Vars.in_cutscene == false) { -// audioStart(var80095200, 0xe5, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_PICKUP_KEYCARD, NULL, -1, -1, -1, -1, -1); // } // // if (showhudmsg) { @@ -38938,7 +38936,7 @@ glabel var7f1aae70 // } // // if (g_Vars.in_cutscene == false) { -// audioStart(var80095200, 0xea, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_PICKUP_AMMO, NULL, -1, -1, -1, -1, -1); // } // // sp148[1] = 1; @@ -39089,7 +39087,7 @@ glabel var7f1aae70 // currentPlayerSetShieldFrac(shield->amount); // // if (g_Vars.in_cutscene == false) { -// audioStart(var80095200, 0x1cd, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_PICKUP_SHIELD, NULL, -1, -1, -1, -1, -1); // } // // if (showhudmsg) { @@ -39155,7 +39153,7 @@ glabel var7f1aae70 // case 0x2f: // f088f20 // default: // if (g_Vars.in_cutscene == false) { -// audioStart(var80095200, 0xe5, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_PICKUP_KEYCARD, NULL, -1, -1, -1, -1, -1); // } // // if (showhudmsg) { @@ -41061,7 +41059,7 @@ void playerActivateRemoteMineDetonator(s32 playernum) { var80069910 |= 1 << playernum; - audioStart(var80095200, 0x80ab, 0, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_DETONATE, 0, -1, -1, -1, -1, -1); playerDetonateRemoteMines(playernum); } @@ -44381,42 +44379,42 @@ void func0f08d784(s32 soundtype, struct prop *prop) } switch (soundtype) { - case 28: sound1 = 0x8007; break; - case 1: sound1 = 0x801a; sound2 = 0x801b; break; - case 29: sound1 = 0x8015; sound2 = 0x801d; break; - case 2: sound1 = 0x801a; sound2 = 0x801c; break; - case 3: sound1 = 0x8014; sound2 = 0x8016; break; - case 4: sound1 = 0x801e; sound2 = 0x8020; break; - case 5: sound1 = 0x8001; break; - case 6: sound1 = 0x8004; break; - case 7: sound1 = 0x8005; break; - case 8: sound1 = 0x800a; sound2 = 0x8008; break; - case 9: sound1 = 0x8004; sound2 = 0x800b; break; - case 10: sound1 = 0x800c; break; - case 11: sound1 = 0x800e; break; - case 12: sound1 = 0x8010; break; - case 13: sound1 = 0x8012; break; - case 30: sound1 = 0x816b; sound2 = 0x81aa; break; - case 14: sound1 = 0x8017; sound2 = 0x8019; break; - case 15: sound1 = 0x8022; break; - case 25: sound1 = 0x81b8; break; - case 16: sound1 = 0x8026; break; - case 17: sound1 = 0x801e; break; + case 28: sound1 = SFX_DOOR_8007; break; + case 1: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801B; break; + case 29: sound1 = SFX_DOOR_8015; sound2 = SFX_DOOR_801D; break; + case 2: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801C; break; + case 3: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_8016; break; + case 4: sound1 = SFX_DOOR_801E; sound2 = SFX_DOOR_8020; break; + case 5: sound1 = SFX_DOOR_8001; break; + case 6: sound1 = SFX_DOOR_8004; break; + case 7: sound1 = SFX_DOOR_8005; break; + case 8: sound1 = SFX_DOOR_800A; sound2 = SFX_DOOR_8008; break; + case 9: sound1 = SFX_DOOR_8004; sound2 = SFX_DOOR_800B; break; + case 10: sound1 = SFX_DOOR_800C; break; + case 11: sound1 = SFX_DOOR_800E; break; + case 12: sound1 = SFX_DOOR_8010; break; + case 13: sound1 = SFX_DOOR_8012; break; + case 30: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_81AA; break; + case 14: sound1 = SFX_DOOR_8017; sound2 = SFX_DOOR_8019; break; + case 15: sound1 = SFX_DOOR_8022; break; + case 25: sound1 = SFX_DOOR_81B8; break; + case 16: sound1 = SFX_DOOR_8026; break; + case 17: sound1 = SFX_DOOR_801E; break; case 18: - sound1 = 0x81b0; - sound2 = 0x8014; - sound3 = 0x8016; + sound1 = SFX_DOOR_81B0; + sound2 = SFX_DOOR_8014; + sound3 = SFX_DOOR_8016; break; - case 19: sound1 = 0x81ae; sound2 = 0x81b3; break; - case 26: sound1 = 0x042c; sound2 = 0x042b; break; - case 20: sound1 = 0x81b1; sound2 = 0x81b6; break; - case 21: sound1 = 0x81a8; sound2 = 0x81aa; break; - case 32: sound1 = 0x81ab; sound2 = 0x81ad; break; - case 31: sound1 = 0x81ab; sound2 = 0x81b4; break; - case 22: sound1 = 0x81ae; sound2 = 0x81b5; break; - case 23: sound1 = 0x80ac; sound2 = 0x80ae; break; - case 24: sound1 = 0x816b; sound2 = 0x816c; break; - case 27: sound1 = 0x8014; sound2 = 0x042b; break; + case 19: sound1 = SFX_DOOR_81AE; sound2 = SFX_DOOR_81B3; break; + case 26: sound1 = SFX_DOOR_042C; sound2 = SFX_DOOR_042B; break; + case 20: sound1 = SFX_DOOR_81B1; sound2 = SFX_DOOR_81B6; break; + case 21: sound1 = SFX_DOOR_81A8; sound2 = SFX_DOOR_81AA; break; + case 32: sound1 = SFX_DOOR_81AB; sound2 = SFX_DOOR_81AD; break; + case 31: sound1 = SFX_DOOR_81AB; sound2 = SFX_DOOR_81B4; break; + case 22: sound1 = SFX_DOOR_81AE; sound2 = SFX_DOOR_81B5; break; + case 23: sound1 = SFX_DOOR_80AC; sound2 = SFX_DOOR_80AE; break; + case 24: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_816C; break; + case 27: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_042B; break; } if (sound1) { @@ -44453,29 +44451,29 @@ void func0f08daa8(s32 soundtype, struct prop *prop) } switch (soundtype) { - case 28: sound1 = 0x8007; break; - case 1: sound1 = 0x801a; sound2 = 0x801b; break; - case 29: sound1 = 0x8015; sound2 = 0x801d; break; - case 2: sound1 = 0x801a; sound2 = 0x801c; break; - case 3: sound1 = 0x8014; sound2 = 0x8016; break; - case 4: sound1 = 0x801e; sound2 = 0x8020; break; - case 5: sound1 = 0x8001; break; - case 8: sound1 = 0x800a; sound2 = 0x8008; break; - case 9: sound1 = 0x8004; sound2 = 0x800b; break; - case 10: sound1 = 0x800c; break; - case 30: sound1 = 0x816b; sound2 = 0x81aa; break; - case 14: sound1 = 0x8017; sound2 = 0x8019; break; - case 15: sound1 = 0x8022; break; - case 25: sound1 = 0x81b8; break; - case 16: sound1 = 0x8026; break; - case 17: sound1 = 0x801e; break; + case 28: sound1 = SFX_DOOR_8007; break; + case 1: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801B; break; + case 29: sound1 = SFX_DOOR_8015; sound2 = SFX_DOOR_801D; break; + case 2: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801C; break; + case 3: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_8016; break; + case 4: sound1 = SFX_DOOR_801E; sound2 = SFX_DOOR_8020; break; + case 5: sound1 = SFX_DOOR_8001; break; + case 8: sound1 = SFX_DOOR_800A; sound2 = SFX_DOOR_8008; break; + case 9: sound1 = SFX_DOOR_8004; sound2 = SFX_DOOR_800B; break; + case 10: sound1 = SFX_DOOR_800C; break; + case 30: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_81AA; break; + case 14: sound1 = SFX_DOOR_8017; sound2 = SFX_DOOR_8019; break; + case 15: sound1 = SFX_DOOR_8022; break; + case 25: sound1 = SFX_DOOR_81B8; break; + case 16: sound1 = SFX_DOOR_8026; break; + case 17: sound1 = SFX_DOOR_801E; break; case 18: - sound1 = 0x81b0; - sound2 = 0x8014; - sound3 = 0x8016; + sound1 = SFX_DOOR_81B0; + sound2 = SFX_DOOR_8014; + sound3 = SFX_DOOR_8016; break; - case 23: sound1 = 0x80ac; sound2 = 0x80ae; break; - case 24: sound1 = 0x816b; sound2 = 0x816c; break; + case 23: sound1 = SFX_DOOR_80AC; sound2 = SFX_DOOR_80AE; break; + case 24: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_816C; break; } if (sound1) { @@ -44507,33 +44505,33 @@ void func0f08dd44(s32 soundtype, struct prop *prop) } switch (soundtype) { - case 28: sound = 0x801a; break; - case 1: sound = 0x801a; break; - case 29: sound = 0x8015; break; - case 2: sound = 0x801a; break; - case 3: sound = 0x8015; break; - case 4: sound = 0x801f; break; - case 5: sound = 0x8002; break; - case 8: sound = 0x801a; break; - case 9: sound = 0x8003; break; - case 10: sound = 0x800d; break; - case 30: sound = 0x816d; break; - case 14: sound = 0x816d; break; - case 15: sound = 0x8021; break; - case 25: sound = 0x81b7; break; - case 16: sound = 0x8027; break; - case 17: sound = 0x801f; break; - case 18: sound = 0x8015; break; - case 26: sound = 0x042c; break; - case 19: sound = 0x81af; break; - case 20: sound = 0x81b2; break; - case 21: sound = 0x81a8; break; - case 32: sound = 0x81ab; break; - case 31: sound = 0x81ab; break; - case 22: sound = 0x81af; break; - case 23: sound = 0x80ad; break; - case 24: sound = 0x816d; break; - case 27: sound = 0x8015; break; + case 28: sound = SFX_DOOR_801A; break; + case 1: sound = SFX_DOOR_801A; break; + case 29: sound = SFX_DOOR_8015; break; + case 2: sound = SFX_DOOR_801A; break; + case 3: sound = SFX_DOOR_8015; break; + case 4: sound = SFX_DOOR_801F; break; + case 5: sound = SFX_DOOR_8002; break; + case 8: sound = SFX_DOOR_801A; break; + case 9: sound = SFX_DOOR_8003; break; + case 10: sound = SFX_DOOR_800D; break; + case 30: sound = SFX_DOOR_816D; break; + case 14: sound = SFX_DOOR_816D; break; + case 15: sound = SFX_DOOR_8021; break; + case 25: sound = SFX_DOOR_81B7; break; + case 16: sound = SFX_DOOR_8027; break; + case 17: sound = SFX_DOOR_801F; break; + case 18: sound = SFX_DOOR_8015; break; + case 26: sound = SFX_DOOR_042C; break; + case 19: sound = SFX_DOOR_81AF; break; + case 20: sound = SFX_DOOR_81B2; break; + case 21: sound = SFX_DOOR_81A8; break; + case 32: sound = SFX_DOOR_81AB; break; + case 31: sound = SFX_DOOR_81AB; break; + case 22: sound = SFX_DOOR_81AF; break; + case 23: sound = SFX_DOOR_80AD; break; + case 24: sound = SFX_DOOR_816D; break; + case 27: sound = SFX_DOOR_8015; break; } if (sound) { @@ -44555,30 +44553,30 @@ void func0f08df10(s32 soundtype, struct prop *prop) } switch (soundtype) { - case 28: sound = 0x801a; break; - case 1: sound = 0x801a; break; - case 29: sound = 0x8015; break; - case 2: sound = 0x801a; break; - case 3: sound = 0x8015; break; - case 4: sound = 0x801f; break; - case 5: sound = 0x8002; break; - case 6: sound = 0x8003; break; - case 7: sound = 0x8006; break; - case 8: sound = 0x801a; break; - case 9: sound = 0x8003; break; - case 10: sound = 0x800d; break; - case 11: sound = 0x800f; break; - case 12: sound = 0x8011; break; - case 13: sound = 0x8013; break; - case 30: sound = 0x816d; break; - case 14: sound = 0x8018; break; - case 15: sound = 0x8021; break; - case 25: sound = 0x81b7; break; - case 16: sound = 0x8027; break; - case 17: sound = 0x801f; break; - case 18: sound = 0x8015; break; - case 23: sound = 0x80ad; break; - case 24: sound = 0x816d; break; + case 28: sound = SFX_DOOR_801A; break; + case 1: sound = SFX_DOOR_801A; break; + case 29: sound = SFX_DOOR_8015; break; + case 2: sound = SFX_DOOR_801A; break; + case 3: sound = SFX_DOOR_8015; break; + case 4: sound = SFX_DOOR_801F; break; + case 5: sound = SFX_DOOR_8002; break; + case 6: sound = SFX_DOOR_8003; break; + case 7: sound = SFX_DOOR_8006; break; + case 8: sound = SFX_DOOR_801A; break; + case 9: sound = SFX_DOOR_8003; break; + case 10: sound = SFX_DOOR_800D; break; + case 11: sound = SFX_DOOR_800F; break; + case 12: sound = SFX_DOOR_8011; break; + case 13: sound = SFX_DOOR_8013; break; + case 30: sound = SFX_DOOR_816D; break; + case 14: sound = SFX_DOOR_8018; break; + case 15: sound = SFX_DOOR_8021; break; + case 25: sound = SFX_DOOR_81B7; break; + case 16: sound = SFX_DOOR_8027; break; + case 17: sound = SFX_DOOR_801F; break; + case 18: sound = SFX_DOOR_8015; break; + case 23: sound = SFX_DOOR_80AD; break; + case 24: sound = SFX_DOOR_816D; break; } if (sound) { @@ -47400,13 +47398,13 @@ void alarmTick(void) // These sounds are alarm sounds. // They go for a fraction of a second and are repeated by this function. switch (g_Vars.stagenum) { - case STAGE_CHICAGO: sound = 0x6455; break; - case STAGE_G5BUILDING: sound = 0x00a2; break; - case STAGE_AIRBASE: sound = 0x00a1; break; - case STAGE_PELAGIC: sound = 0x00a2; break; - case STAGE_ATTACKSHIP: sound = 0x05c2; break; - case STAGE_INFILTRATION: sound = 0x04ac; break; - default: sound = 0x00a3; break; + case STAGE_CHICAGO: sound = SFX_ALARM_CHICAGO; break; + case STAGE_G5BUILDING: sound = SFX_ALARM_2; break; + case STAGE_AIRBASE: sound = SFX_ALARM_AIRBASE; break; + case STAGE_PELAGIC: sound = SFX_ALARM_2; break; + case STAGE_ATTACKSHIP: sound = SFX_ALARM_ATTACKSHIP; break; + case STAGE_INFILTRATION: sound = SFX_ALARM_INFILTRATION; break; + default: sound = SFX_ALARM_DEFAULT; break; } if (!coreIsPaused()) { diff --git a/src/game/title.c b/src/game/title.c index 39063a8e4..2624804b5 100644 --- a/src/game/title.c +++ b/src/game/title.c @@ -3471,7 +3471,7 @@ Gfx *titleRenderRarePresents(Gfx *gdl) if (var80062868) { if (g_TitleAudioHandle == NULL) { - audioStart(var80095200, 0x3e, &g_TitleAudioHandle, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_TITLE_RAREPRESENTS, &g_TitleAudioHandle, -1, -1, -1, -1, -1); } } else { if (g_TitleAudioHandle) { diff --git a/src/game/training/training.c b/src/game/training/training.c index ffd5c3c62..abaf38f19 100644 --- a/src/game/training/training.c +++ b/src/game/training/training.c @@ -388,7 +388,7 @@ void frInitLighting(void) g_FrData.donelighting = true; - audioStart(var80095200, 0x5d5, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_FR_LIGHTSON, NULL, -1, -1, -1, -1, -1); } chrSetStageFlag(NULL, STAGEFLAG_CI_IN_TRAINING); @@ -407,7 +407,7 @@ void frRestoreLighting(void) g_FrData.donelighting = false; - audioStart(var80095200, 0x5d6, NULL, -1, -1, -1, -1, -1); + audioStart(var80095200, SFX_FR_LIGHTSOFF, NULL, -1, -1, -1, -1, -1); } } @@ -1466,7 +1466,7 @@ glabel var7f1b941c // } else { // if (g_FrNumSounds < 3) { // g_FrNumSounds++; -// func0f0939f8(NULL, g_FrData.targets[targetnum].prop, 0x5d9, -1, +// func0f0939f8(NULL, g_FrData.targets[targetnum].prop, SFX_FR_CONVEYER, -1, // -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); // } // @@ -3451,11 +3451,11 @@ glabel var7f1b94e4 // func0f0f85e0(&g_FrTrainingInfoPreGameMenuDialog, MENUROOT_TRAINING); // break; // case FRMENUTYPE_FAILED: -// audioStart(var80095200, 0x5db, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_TRAINING_FAIL, NULL, -1, -1, -1, -1, -1); // func0f0f85e0(&g_FrFailedMenuDialog, MENUROOT_TRAINING); // break; // case FRMENUTYPE_COMPLETED: -// audioStart(var80095200, 0x5dc, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_TRAINING_COMPLETE, NULL, -1, -1, -1, -1, -1); // func0f0f85e0(&g_FrCompletedMenuDialog, MENUROOT_TRAINING); // func0f1094e4(&g_FilemgrLoadedMainFile, 0, 0); // break; @@ -3568,7 +3568,7 @@ glabel var7f1b94e4 // if (g_FrData.numshots == 0) { // if (g_FrData.donealarm == false && g_FrData.timetaken > -180) { // g_FrData.donealarm = true; -// audioStart(var80095200, 0x5d4, NULL, -1, -1, -1, -1, -1); +// audioStart(var80095200, SFX_FR_ALARM, NULL, -1, -1, -1, -1, -1); // } // // if (!g_FrData.donelighting && g_FrData.timetaken > -225) { @@ -3612,7 +3612,7 @@ glabel var7f1b94e4 // && g_FrData.targets[i].silent // && g_FrData.targets[i].travelspeed != -1) { // g_FrData.targets[i].silent = false; -// func0f0939f8(NULL, g_FrData.targets[i].prop, 0x5d9, -1, +// func0f0939f8(NULL, g_FrData.targets[i].prop, SFX_FR_CONVEYER, -1, // -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1); // } // @@ -3791,7 +3791,7 @@ glabel var7f1b94e4 // // // 5b8 // func0f0926bc(prop, 1, 0xffff); -// func0f0939f8(NULL, prop, 0x5da, -1, +// func0f0939f8(NULL, prop, SFX_FR_CONVEYER_STOP, -1, // -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1); // // if (g_FrNumSounds); diff --git a/src/include/constants.h b/src/include/constants.h index d1f0a6f4b..7f1d6627f 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -1,4 +1,5 @@ #include "files.h" +#include "sfx.h" #define FALSE 0 #define TRUE 1 diff --git a/src/include/sfx.h b/src/include/sfx.h new file mode 100644 index 000000000..023ed51c1 --- /dev/null +++ b/src/include/sfx.h @@ -0,0 +1,657 @@ +#define SFX_LAUNCH_ROCKET 0x0001 +#define SFX_F_GASP_000D 0x000d +#define SFX_MENU_CANCEL 0x002b +#define SFX_0037 0x0037 +#define SFX_TITLE_RAREPRESENTS 0x003e +#define SFX_REGEN 0x0052 +#define SFX_CLOAK_ON 0x005b +#define SFX_CLOAK_OFF 0x005c +#define SFX_SHIELD_DAMAGE 0x0064 +#define SFX_ALARM_AIRBASE 0x00a1 +#define SFX_ALARM_2 0x00a2 +#define SFX_ALARM_DEFAULT 0x00a3 +#define SFX_PRESS_SWITCH 0x00ba +#define SFX_PICKUP_KEYCARD 0x00e5 +#define SFX_PICKUP_GUN 0x00e8 +#define SFX_PICKUP_KNIFE 0x00e9 +#define SFX_PICKUP_AMMO 0x00ea +#define SFX_PICKUP_MINE 0x00eb +#define SFX_PICKUP_LASER 0x00f2 +#define SFX_BIKE_TAKEOFF 0x00f5 +#define SFX_BIKE_ENGINE 0x01b4 +#define SFX_EYESPY_RUNNING 0x01bd +#define SFX_SLAYER_BEEP 0x01c8 +#define SFX_PICKUP_SHIELD 0x01cd +#define SFX_DRCAROLL_COME_ON 0x023d +#define SFX_DRCAROLL_TAKING_YOUR_TIME 0x023e +#define SFX_DRCAROLL_WHAT 0x023f +#define SFX_DRCAROLL_OOH 0x0240 +#define SFX_DRCAROLL_OH_CRIKEY 0x0243 +#define SFX_DRCAROLL_GOODNESS_GRACIOUS 0x0244 +#define SFX_DRCAROLL_DONT_THEY_KNOW 0x0245 +#define SFX_DRCAROLL_STOP_THAT 0x0246 +#define SFX_DRCAROLL_GET_OUT_OF_HERE 0x0247 +#define SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING 0x0248 +#define SFX_DRCAROLL_0249 0x0249 +#define SFX_DRCAROLL_GOING_TO_THE_HELIPAD 0x024b +#define SFX_DRCAROLL_OOH_UH 0x024c +#define SFX_DRCAROLL_SYSTEMS_FAILURE 0x024d +#define SFX_DRCAROLL_YOU_GO_ON 0x024e +#define SFX_DRCAROLL_I_CANT_MAKE_IT 0x024f +#define SFX_DRCAROLL_WHOA 0x0251 +#define SFX_DRCAROLL_QUITE_ENOUGH 0x0252 +#define SFX_DRCAROLL_IM_DYING 0x0256 +#define SFX_DRCAROLL_GOODBYE 0x0257 +#define SFX_DRCAROLL_YOU_WERE_SUPPOSED 0x0258 +#define SFX_M0_WHAT_THE 0x025b +#define SFX_M0_WHO_THE 0x025c +#define SFX_M0_MEDIC 0x025e +#define SFX_M0_OW 0x025f +#define SFX_M0_YOU_SHOT_ME 0x0260 +#define SFX_M0_IM_HIT 0x0261 +#define SFX_M0_IM_TAKING_FIRE 0x0262 +#define SFX_M0_TAKING_DAMAGE 0x0263 +#define SFX_M0_HEY_YOU 0x0264 +#define SFX_M0_INTRUDER_ALERT 0x0265 +#define SFX_M0_GOT_A_CONTACT 0x0266 +#define SFX_M0_HEAR_THAT 0x026b +#define SFX_M0_WHATS_THAT_NOISE 0x026c +#define SFX_M0_HEARD_A_NOISE 0x026d +#define SFX_M0_ARE_YOU_OKAY 0x026e +#define SFX_M0_GOT_A_MAN_DOWN 0x026f +#define SFX_M0_HES_BOUGHT_IT 0x0270 +#define SFX_M0_INTRUDER_ALERT2 0x0272 +#define SFX_M0_WEVE_GOT_TROUBLE 0x0273 +#define SFX_M0_WEVE_GOT_PROBLEMS 0x0274 +#define SFX_M0_I_SEE_HER 0x0275 +#define SFX_M0_THERE_SHE_IS 0x0277 +#define SFX_M0_THERE_MOVEMENT 0x0278 +#define SFX_M0_CLEAR_SHOT 0x027b +#define SFX_M0_SHES_MINE 0x027c +#define SFX_M0_OPEN_FIRE 0x027d +#define SFX_M0_WIPE_HER_OUT 0x027e +#define SFX_M0_WASTE_HER 0x027f +#define SFX_M0_GIVE_IT_UP 0x0280 +#define SFX_M0_SURRENDER_NOW 0x0281 +#define SFX_M0_TAKE_THAT 0x0282 +#define SFX_M0_HOW_DID_I_MISS 0x0287 +#define SFX_M0_SHES_A_TRICKY_ONE 0x0289 +#define SFX_M0_COVER_ME 0x028a +#define SFX_M0_WATCH_MY_BACK 0x028b +#define SFX_M0_TAKE_COVER 0x028c +#define SFX_M0_TAKE_COVER_028D 0x028d +#define SFX_M0_ILL_COVER_YOU 0x028e +#define SFX_M0_GET_DOWN 0x028f +#define SFX_M0_GO_TO_PLAN_B 0x0290 +#define SFX_M0_RETREAT 0x0292 +#define SFX_M0_CATCH 0x0293 +#define SFX_M0_EVERYBODY_DOWN 0x0294 +#define SFX_M0_FALL_BACK 0x0297 +#define SFX_M0_EVERYONE_BACK_OFF 0x0298 +#define SFX_M0_WITHDRAW 0x0299 +#define SFX_M0_FLANK_THE_TARGET 0x029a +#define SFX_M0_LETS_SPLIT_UP 0x029b +#define SFX_M0_SURROUND_HER 0x029c +#define SFX_M0_GRENADE 0x029d +#define SFX_M0_SHE_GOT_ME 0x02a2 +#define SFX_M0_GRAB_A_BODY_BAG 0x02a3 +#define SFX_M0_ONE_FOR_THE_MORGUE 0x02a4 +#define SFX_M0_REST_IN_PEACE 0x02a5 +#define SFX_M0_DONT_SHOOT_ME 0x02a7 +#define SFX_M0_I_GIVE_UP 0x02a8 +#define SFX_M0_YOU_WIN_I_SURRENDER 0x02a9 +#define SFX_JO_BOOST_REVERT 0x02ad +#define SFX_M1_WHA 0x02ff +#define SFX_M1_IM_HIT_IM_HIT 0x0301 +#define SFX_M1_IM_BLEEDING 0x0302 +#define SFX_M1_HELP_ME_OUT 0x0304 +#define SFX_M1_IM_IN_TROUBLE 0x0305 +#define SFX_M1_COME_HERE 0x0306 +#define SFX_M1_THERES_SOMEONE_HERE 0x0307 +#define SFX_M1_GET_HER 0x0308 +#define SFX_M1_WHOA 0x0309 +#define SFX_M1_IS_THAT_A_BULLET 0x030b +#define SFX_M1_THAT_SOUNDED_LIKE 0x030e +#define SFX_M1_GUNFIRE 0x030f +#define SFX_M1_SOMEONES_SHOOTING 0x0310 +#define SFX_M1_HES_GONE 0x0316 +#define SFX_M1_M2_LOOK_OUT_SHES_COMING 0x031c +#define SFX_M1_M2_TAKE_COVER 0x031d +#define SFX_M1_M2_LOOK_OUT_LOOK_OUT 0x031e +#define SFX_M1_OVER_THERE 0x031f +#define SFX_M1_HALT 0x0320 +#define SFX_M1_FREEZE 0x0321 +#define SFX_M1_LAST_MISTAKE 0x0322 +#define SFX_M1_WHAT_ARE_YOU_WAITING_FOR 0x0323 +#define SFX_M1_BRING_IT_ON 0x0324 +#define SFX_M1_TAKE_HER_DOWN 0x0325 +#define SFX_M1_EVERYBODY_GET_HER 0x0326 +#define SFX_M1_ATTACK 0x0327 +#define SFX_M1_YEAH_BABY 0x0329 +#define SFX_M1_MY_GUN_ITS_USELESS 0x032f +#define SFX_M1_STOP_DODGING 0x0331 +#define SFX_M1_SOMEONE_HIT_HER 0x0332 +#define SFX_M1_COVER_ME_NOW 0x0335 +#define SFX_M1_IM_GOING_FOR_COVER 0x0336 +#define SFX_M1_GO_FOR_IT 0x0337 +#define SFX_M1_GO_GO_GO 0x0338 +#define SFX_M1_RUN 0x0339 +#define SFX_M1_SHES_TOO_GOOD_RUN 0x033a +#define SFX_M1_GET_SOME_BACKUP 0x033b +#define SFX_M1_EVACUATE_THE_AREA 0x033c +#define SFX_M1_CATCH_THIS 0x033d +#define SFX_M1_HERE_KEEP_IT 0x033f +#define SFX_M1_GRENADE 0x0342 +#define SFX_M1_WITHDRAW 0x0343 +#define SFX_M1_FALL_BACK 0x0344 +#define SFX_M1_EVERYONE_GET_BACK 0x0345 +#define SFX_M1_SURROUND_HER 0x0346 +#define SFX_M1_SPREAD_OUT 0x0347 +#define SFX_M1_SPLIT_UP 0x0348 +#define SFX_M1_PLEASE_DONT 0x0349 +#define SFX_M1_DONT_SHOOT 0x034a +#define SFX_M1_IM_ONLY_DOING_MY_JOB 0x034b +#define SFX_M1_WHY_ME 0x034d +#define SFX_M1_CHOKING 0x034e +#define SFX_M1_OUTSTANDING 0x0355 +#define SFX_M1_IM_JUST_TOO_GOOD 0x0356 +#define SFX_M1_YEEHAH_GOT_ONE 0x0357 +#define SFX_M1_ANOTHER_ONE_BITES_THE_DUST 0x035a +#define SFX_M0_M1_LOOK_OUT_LOOK_OUT 0x035b +#define SFX_M0_M1_ITS_A_GRENADE 0x035c +#define SFX_M0_M1_CLEAR_THE_AREA 0x035d +#define SFX_F_HEY 0x037b +#define SFX_F_HUH 0x037c +#define SFX_F_IM_WOUNDED 0x037e +#define SFX_F_HELP_ME_OUT 0x037f +#define SFX_F_IM_IN_TROUBLE 0x0380 +#define SFX_F_GET_HER 0x0381 +#define SFX_F_HEY_YOU_COME_HERE 0x0382 +#define SFX_F_TARGET_ATTACKING 0x0384 +#define SFX_F_UNDER_FIRE 0x0385 +#define SFX_F_WERE_UNDER_FIRE 0x0387 +#define SFX_F_0389 0x0389 +#define SFX_F_SOMEONES_SHOOTING 0x038a +#define SFX_F_UNIT_DOWN 0x038d +#define SFX_F_COME_ON 0x0396 +#define SFX_F_EVERYONE_GET_HER 0x0398 +#define SFX_F_ATTACK 0x0399 +#define SFX_F_DID_THAT_HURT 0x039a +#define SFX_F_YOU_WANT_SOME_MORE 0x039b +#define SFX_F_THIS_GUNS_USELESS 0x039f +#define SFX_F_STAND_STILL 0x03a1 +#define SFX_F_SOMEONE_HIT_HER 0x03a2 +#define SFX_F_COVER_ME 0x03a4 +#define SFX_F_TAKE_COVER 0x03a6 +#define SFX_F_GO_FOR_IT 0x03a7 +#define SFX_F_RUN 0x03a9 +#define SFX_F_GET_REINFORCEMENTS 0x03aa +#define SFX_F_EVACUATE_THE_AREA 0x03ab +#define SFX_F_RETREAT 0x03ac +#define SFX_F_CATCH_THIS 0x03ad +#define SFX_F_TIME_TO_DIE 0x03ae +#define SFX_F_WITHDRAW 0x03b0 +#define SFX_F_FALL_BACK 0x03b1 +#define SFX_F_SPREAD_OUT 0x03b3 +#define SFX_F_SPLIT_UP 0x03b4 +#define SFX_F_PLEASE_DONT 0x03b5 +#define SFX_F_DONT_SHOOT 0x03b6 +#define SFX_F_WHY_ME 0x03b7 +#define SFX_F_NOO 0x03b8 +#define SFX_F_GET_A_CLEANER 0x03bc +#define SFX_F_IM_JUST_TOO_GOOD 0x03be +#define SFX_F_SUCH_A_WASTE 0x03c0 +#define SFX_F_LOOK_OUT 0x03c1 +#define SFX_F_ITS_A_GRENADE 0x03c2 +#define SFX_M2_HOW_THE 0x03c4 +#define SFX_M2_HEY 0x03c5 +#define SFX_M2_STOP 0x03c6 +#define SFX_M2_WHY_YOU 0x03c8 +#define SFX_M2_IM_INJURED 0x03cd +#define SFX_M2_IM_HIT_IM_HIT 0x03ce +#define SFX_M2_TARGET_SIGHTED 0x03d0 +#define SFX_M2_COME_ON_MAN 0x03d1 +#define SFX_M2_THAT_WAS_CLOSE 0x03d3 +#define SFX_M2_AY_CARAMBA 0x03d5 +#define SFX_M2_LISTEN_GUNSHOTS 0x03d6 +#define SFX_M2_SOMEONES_NEARBY 0x03d7 +#define SFX_M2_BODY_COUNTS_TOO_HIGH 0x03d9 +#define SFX_M2_I_NEVER_LIKED_HIM_ANYWAY 0x03da +#define SFX_M2_THAT_WAS_MY_BEST_FRIEND 0x03db +#define SFX_M2_WATCH_OUT 0x03e1 +#define SFX_M2_HELP_ME_OUT 0x03e2 +#define SFX_M2_WEVE_GOT_AN_INTRUDER 0x03e3 +#define SFX_M2_GET_HER 0x03e4 +#define SFX_M2_THERE_ATTACK 0x03e5 +#define SFX_M2_HEY_YOU_STOP 0x03e6 +#define SFX_M2_COME_ON_MAN2 0x03e7 +#define SFX_M2_DIE 0x03e8 +#define SFX_M2_TAKE_THIS 0x03e9 +#define SFX_M2_MOVE_IN 0x03ea +#define SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE 0x03eb +#define SFX_M2_LET_HER_HAVE_IT 0x03ec +#define SFX_M2_SURRENDER_OR_DIE 0x03ed +#define SFX_M2_I_HAVE_YOU_NOW 0x03ee +#define SFX_M2_YOU_WANT_BEAT_ME 0x03ef +#define SFX_M2_I_DONT_BELIEVE_IT 0x03f4 +#define SFX_M2_STOP_MOVING 0x03f7 +#define SFX_M2_NO_ESCAPE_FOR_YOU 0x03f8 +#define SFX_M2_HELP_ME_OUT_HERE 0x03f9 +#define SFX_M2_HEY_DISTRACT_HER 0x03fa +#define SFX_M2_KEEP_HER_OCCUPIED 0x03fb +#define SFX_M2_MOVE_IT_MOVE_IT 0x03fc +#define SFX_M2_GET_TO_COVER_NOW 0x03fd +#define SFX_M2_RUN_FOR_IT 0x03fe +#define SFX_M2_RETREAT 0x03ff +#define SFX_M2_GET_BACK_GET_BACK 0x0401 +#define SFX_M2_FIRE_IN_THE_HOLE 0x0403 +#define SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA 0x0405 +#define SFX_M2_TRY_THIS_FOR_SIZE 0x0407 +#define SFX_M2_GET_OUT_OF_THE_WAY 0x0408 +#define SFX_M2_FALL_BACK 0x0409 +#define SFX_M2_MOVE_OUT 0x040a +#define SFX_M2_TEAM_UP_GUYS 0x040b +#define SFX_M2_COME_ON_AROUND_THE_SIDE 0x040c +#define SFX_M2_SCATTER 0x040d +#define SFX_M2_I_DONT_LIKE_THIS_ANY_MORE 0x040e +#define SFX_M2_DONT_HURT_ME 0x040f +#define SFX_M2_YOU_WIN_I_GIVE_UP 0x0410 +#define SFX_M2_I_DONT_WANT_TO_DIE 0x0415 +#define SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE 0x0417 +#define SFX_M2_IM_THE_MAN 0x041b +#define SFX_M2_BOY_THAT_WAS_CLOSE 0x041c +#define SFX_M2_DID_YOU_SEE_THAT 0x041d +#define SFX_M2_GET_BACK_QUICK 0x0420 +#define SFX_M2_WERE_GONNA_DIE 0x0421 +#define SFX_DOOR_042B 0x042b +#define SFX_DOOR_042C 0x042c +#define SFX_RELOAD_FARSIGHT 0x0433 +#define SFX_MENU_SUBFOCUS 0x043e +#define SFX_MENU_FOCUS 0x0441 +#define SFX_CIV_THERES_A_MANIAC 0x0444 +#define SFX_CIV_GREETINGS_CITIZEN 0x0446 +#define SFX_CIV_HOWS_IT_GOING 0x0447 +#define SFX_CIV_GUNS_DONT_SCARE_ME 0x0448 +#define SFX_CIV_KEEP_AWAY_FROM_THIS_CAR 0x0449 +#define SFX_FBI_WE_HAVE_AN_INTRUDER 0x044b +#define SFX_FBI_CODE_2_SITUATION 0x0459 +#define SFX_FBI_REQUEST_BACKUP_IMMEDIATELY 0x045a +#define SFX_CIV_TAKE_IT_EASY 0x045d +#define SFX_CIV_I_DONT_WANT_ANY_TROUBLE 0x045e +#define SFX_CIV_QUICK_DOWN_THERE 0x045f +#define SFX_CIV_HEY_SUGAR_WANNA_PARTY 0x0461 +#define SFX_CIV_TAKE_THE_WALLET 0x0463 +#define SFX_CIV_HEY_BABY 0x0465 +#define SFX_CIV_WHISTLE 0x0466 +#define SFX_CIV_GET_ME_OUT_OF_HERE 0x0468 +#define SFX_JO_LANDING_046F 0x046f +#define SFX_ALARM_INFILTRATION 0x04ac +#define SFX_M0_MY_GUN 0x04c6 +#define SFX_M0_TRIGGER_THE_ALARM 0x04c7 +#define SFX_M0_HELLO_THERE 0x04c9 +#define SFX_M0_WHATS_THIS 0x04ca +#define SFX_M0_IM_SURE_I_HEARD_A_NOISE 0x04cb +#define SFX_M0_HEARING_THINGS 0x04cc +#define SFX_M1_WARN_THE_OTHERS 0x04ce +#define SFX_M1_WHAT_IS_IT 0x04cf +#define SFX_M1_HOW_DID_THAT_GET_HERE 0x04d0 +#define SFX_M1_DONT_TOUCH_IT 0x04d1 +#define SFX_M1_I_CANT_SEE_ANYBODY 0x04d2 +#define SFX_M1_THERES_NO_ONE_HERE 0x04d3 +#define SFX_M2_ACTIVATE_THE_ALARM 0x04d4 +#define SFX_M2_IS_IT_DANGEROUS 0x04d5 +#define SFX_M2_DONT_MOVE 0x04d6 +#define SFX_M2_STAY_BACK 0x04d7 +#define SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL 0x04d8 +#define SFX_M2_ANOTHER_FALSE_ALARM 0x04d9 +#define SFX_CAMSPY_SHUTTER 0x04ff +#define SFX_SECURE_THE_PERIMETER 0x0515 +#define SFX_ELVIS_INTERGALACTIC_PEACE 0x051b +#define SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS 0x051c +#define SFX_ELVIS_KISS_MY_ALIEN_BUTT 0x051d +#define SFX_ELVIS_ILL_KICK_YOUR_ASS 0x051e +#define SFX_ELVIS_FOR_YOUR_OWN_GOOD 0x051f +#define SFX_ELVIS_YOU_DARE_SHOOT_AT_ME 0x0520 +#define SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN 0x0521 +#define SFX_ELVIS_IM_BAD 0x0522 +#define SFX_ELVIS_ALL_GOING_WRONG 0x0523 +#define SFX_ELVIS_WATCH_THE_SUIT 0x0524 +#define SFX_ELVIS_HEHE 0x0525 +#define SFX_SKEDAR_ROAR_0529 0x0529 +#define SFX_SKEDAR_ROAR_052A 0x052a +#define SFX_SKEDAR_ROAR_052B 0x052b +#define SFX_SKEDAR_ROAR_052D 0x052d +#define SFX_SKEDAR_ROAR_052E 0x052e +#define SFX_SKEDAR_ROAR_052F 0x052f +#define SFX_SKEDAR_ROAR_0530 0x0530 +#define SFX_SKEDAR_ROAR_0531 0x0531 +#define SFX_SKEDAR_ROAR_0532 0x0532 +#define SFX_SKEDAR_ROAR_0533 0x0533 +#define SFX_SKEDAR_ROAR_0534 0x0534 +#define SFX_SKEDAR_ROAR_0536 0x0536 +#define SFX_SKEDAR_ROAR_0537 0x0537 +#define SFX_SKEDAR_ROAR_0538 0x0538 +#define SFX_SKEDAR_ROAR_0539 0x0539 +#define SFX_SKEDAR_ROAR_053A 0x053a +#define SFX_INFIL_STATIC_SHORT 0x059d +#define SFX_INFIL_STATIC_MEDIUM 0x059e +#define SFX_INFIL_STATIC_LONG 0x059f +#define SFX_JO_LANDING_05B6 0x05b6 +#define SFX_JO_LANDING_05B7 0x05b7 +#define SFX_MP_SCOREPOINT 0x05b8 +#define SFX_MENU_SWIPE 0x05bb +#define SFX_MENU_OPENDIALOG 0x05bc +#define SFX_SHOULD_HAVE_COME_HERE_GIRL 0x05be +#define SFX_WERE_TAKING_OVER 0x05bf +#define SFX_ALARM_ATTACKSHIP 0x05c2 +#define SFX_HEARTBEAT 0x05c8 +#define SFX_JO_BOOST_ACTIVATE 0x05c9 +#define SFX_FR_ALARM 0x05d4 +#define SFX_FR_LIGHTSON 0x05d5 +#define SFX_FR_LIGHTSOFF 0x05d6 +#define SFX_FR_CONVEYER 0x05d9 +#define SFX_FR_CONVEYER_STOP 0x05da +#define SFX_TRAINING_FAIL 0x05db +#define SFX_TRAINING_COMPLETE 0x05dc +#define SFX_MENU_SELECT 0x05dd +#define SFX_MAIAN_YELP_05DF 0x05df +#define SFX_MAIAN_YELP_05E0 0x05e0 +#define SFX_MAIAN_YELP_05E1 0x05e1 +#define SFX_MAIAN_05E2 0x05e2 +#define SFX_MAIAN_05E3 0x05e3 +#define SFX_MAIAN_05E4 0x05e4 +#define SFX_MAIAN_05E5 0x05e5 +#define SFX_MAIAN_05E6 0x05e6 +#define SFX_MAIAN_05E7 0x05e7 +#define SFX_CASS_HOW_DARE_YOU_DISTURB_ME 0x0af2 +#define SFX_CASS_YOU_WILL_REGRET 0x0af3 +#define SFX_CASS_LEAVE_NOW 0x0af8 +#define SFX_SCI_HAVENT_SEEN_YOU 0x127e +#define SFX_SCI_PLEASE_DONT_HURT_ME 0x1280 +#define SFX_SCI_OFF_ALREADY 0x1281 +#define SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL 0x1282 +#define SFX_SCI_EXPERIMENT_IS_DOWN 0x1283 +#define SFX_SCI_IM_CALLING_SECURITY 0x1284 +#define SFX_SCI_LEAVE_THIS_AREA 0x1286 +#define SFX_SCI_ALLOW_ME_TO_ASSIST_YOU 0x1287 +#define SFX_SCI_HAVE_YOU_BEEN_TAMPERING 0x1288 +#define SFX_SCI_YOU_VANDAL 0x1289 +#define SFX_SCI_ACCIDENTS_WILL_HAPPEN 0x128a +#define SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT 0x128b +#define SFX_SCI_MY_EXPERIMENTS 0x128d +#define SFX_SCI_ILL_SHUT_IT_DOWN 0x128e +#define SFX_SCI_WHAT_ARE_YOU_DOING 0x1290 +#define SFX_SCI_SECURITY 0x1291 +#define SFX_SCI_HOW_DID_THAT_HAPPEN 0x1292 +#define SFX_K7_IM_NOT_SURE 0x1294 +#define SFX_K7_ONE_MORE_TIME 0x1295 +#define SFX_K7_I_DUNNO 0x1296 +#define SFX_SCI_AND_AGAIN 0x1297 +#define SFX_SCI_TRY_IT_NOW 0x1298 +#define SFX_CARR_WORRIES_ME 0x177b +#define SFX_CIFEM_PATIENCE 0x177d +#define SFX_CIFEM_BE_SOMEWHERE 0x1782 +#define SFX_CIFEM_BOTHER_SOMEONE_ELSE 0x1783 +#define SFX_FOSTER_LEAVE_ME_ALONE 0x1785 +#define SFX_GRIMSHAW_BUG_OFF 0x1789 +#define SFX_GRIMSHAW_CRIMINAL_RECORD 0x178a +#define SFX_GRIMSHAW_LOSER 0x178b +#define SFX_HOLO_IRRITATING 0x178d +#define SFX_CIM_BE_SOMEWHERE 0x1791 +#define SFX_HANGAR_LIVED_THIS_LONG 0x1795 +#define SFX_FOSTER_WHAT_TO_SHOOT_AT 0x179e +#define SFX_FOSTER_ZEROED_THE_SIGHTS 0x179f +#define SFX_FOSTER_GOOD_SHOW 0x17a0 +#define SFX_CARR_WHAT_IS_IT 0x17a1 +#define SFX_CARR_A_LITTLE_BUSY 0x17a2 +#define SFX_CARR_PROUD_OF_YOU 0x17a3 +#define SFX_CIFEM_FOSTER 0x17a4 +#define SFX_CIFEM_COME_TO_SEE_ME 0x17a5 +#define SFX_CIFEM_PRACTICE_MAKES_PERFECT 0x17a6 +#define SFX_GRIMSHAW_KNOW_YOUR_ENEMY 0x17a7 +#define SFX_GRIMSHAW_ALL_EARS 0x17a8 +#define SFX_GRIMSHAW_GAP_IN_RECORDS 0x17a9 +#define SFX_HOLO_LAST_MINUTE_TRAINING 0x17aa +#define SFX_HOLO_PRACTICE_MAKES_PERFECT 0x17ab +#define SFX_HOLO_HAVE_A_LIFE 0x17ac +#define SFX_HANGERGUY_DONT_SCREW_UP 0x17ad +#define SFX_HANGERGUY_DONT_MAKE_A_MESS 0x17ae +#define SFX_HANGERGUY_HALF_HOUR_AGO 0x17af +#define SFX_M0_WHERE_DID_YOU_GET_THAT 0x1aa0 +#define SFX_M0_SHOULD_YOU_HAVE_THAT 0x1aa1 +#define SFX_M0_WHAT_ARE_YOU_DOING 0x1aa2 +#define SFX_M0_DONT_POINT_THAT_AT_ME 0x1aa3 +#define SFX_M0_WATCH_WHERE_YOURE_POINTING 0x1aa4 +#define SFX_M0_IMPOSTER 0x1aa5 +#define SFX_M0_ITS_A_SPY 0x1aa6 +#define SFX_PRES_STOP_SHOOTING 0x1ac0 +#define SFX_PRES_YOU_SURE_THIS_IS_THE_WAY 0x1ac1 +#define SFX_PRES_WHY_ARE_THEY_SHOOTING 0x1ac3 +#define SFX_M1_WHERE_ARE_YOU_TAKING 0x1ace +#define SFX_M1_GET_THAT_FIREARM_APPROVED 0x1acf +#define SFX_M1_WATCH_WHAT_YOURE_DOING 0x1ad0 +#define SFX_M1_BE_CAREFUL 0x1ad1 +#define SFX_M1_STOP_RIGHT_THERE 0x1ad2 +#define SFX_M1_DROP_THE_GUN 0x1ad3 +#define SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT 0x1ad6 +#define SFX_M2_WHAT_ARE_YOU_DOING 0x1ad7 +#define SFX_M2_HEY_THATS_DANGEROUS 0x1ad8 +#define SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF 0x1ad9 +#define SFX_M2_PUT_YOUR_HANDS_UP 0x1ada +#define SFX_M2_ITS_A_TERRORIST 0x1adb +#define SFX_ROBOT_STOP_WHERE_YOU_ARE 0x1aeb +#define SFX_ROBOT_ALERT_UNDER_ATTACK 0x1aec +#define SFX_SEC_PLEASE_DONT_KILL_ME 0x1aee +#define SFX_SEC_DONT_SHOOT 0x1aef +#define SFX_CIFEM_THANKS1 0x1b1c +#define SFX_CIFEM_THANKS3 0x1b1d +#define SFX_FOSTER_RELY_ON_YOU 0x1b1e +#define SFX_GRIMSHAW_TOO_CLOSE 0x1b1f +#define SFX_CIFEM_THANKS2 0x1b20 +#define SFX_CIM_THANKS_JO 0x1b21 +#define SFX_COME_BACK_LATER_IM_BUSY 0x1b35 +#define SFX_GO_AWAY 0x1b36 +#define SFX_LOOK_I_CANT_HELP_YOU 0x1b37 +#define SFX_ALARM_CHICAGO 0x6455 +#define SFX_JO_SHUT_DOWN_EXPERIMENTS 0x7324 +#define SFX_JO_PULL_THE_PLUG 0x7325 +#define SFX_JO_SWITCH_THIS_THING_OFF 0x7326 +#define SFX_DOOR_8001 0x8001 +#define SFX_DOOR_8002 0x8002 +#define SFX_DOOR_8003 0x8003 +#define SFX_DOOR_8004 0x8004 +#define SFX_DOOR_8005 0x8005 +#define SFX_DOOR_8006 0x8006 +#define SFX_DOOR_8007 0x8007 +#define SFX_DOOR_8008 0x8008 +#define SFX_DOOR_800A 0x800a +#define SFX_DOOR_800B 0x800b +#define SFX_DOOR_800C 0x800c +#define SFX_DOOR_800D 0x800d +#define SFX_DOOR_800E 0x800e +#define SFX_DOOR_800F 0x800f +#define SFX_DOOR_8010 0x8010 +#define SFX_DOOR_8011 0x8011 +#define SFX_DOOR_8012 0x8012 +#define SFX_DOOR_8013 0x8013 +#define SFX_DOOR_8014 0x8014 +#define SFX_DOOR_8015 0x8015 +#define SFX_DOOR_8016 0x8016 +#define SFX_DOOR_8017 0x8017 +#define SFX_DOOR_8018 0x8018 +#define SFX_DOOR_8019 0x8019 +#define SFX_DOOR_801A 0x801a +#define SFX_DOOR_801B 0x801b +#define SFX_DOOR_801C 0x801c +#define SFX_DOOR_801D 0x801d +#define SFX_DOOR_801E 0x801e +#define SFX_DOOR_801F 0x801f +#define SFX_DOOR_8020 0x8020 +#define SFX_DOOR_8021 0x8021 +#define SFX_DOOR_8022 0x8022 +#define SFX_DOOR_8026 0x8026 +#define SFX_DOOR_8027 0x8027 +#define SFX_CARR_HELLO_JOANNA 0x8028 +#define SFX_CIFEM_HI_THERE 0x802b +#define SFX_GRIMSHAW_WELCOME 0x802c +#define SFX_GRIMSHAW_HI_THERE 0x802d +#define SFX_GRIMSHAW_UMM_ERR_HI 0x802e +#define SFX_HOLO_HI 0x802f +#define SFX_HANGAR_WHAT_DO_YOU_WANT 0x8030 +#define SFX_FOSTER_STAR_AGENT 0x8031 +#define SFX_CIM_HEY_THERE 0x8032 +#define SFX_CIM_HI 0x8033 +#define SFX_CIM_HOWS_IT_GOING 0x8034 +#define SFX_CIFEM_HELLO 0x8035 +#define SFX_CIFEM_HI_JO 0x8036 +#define SFX_CIFEM_HOWS_IT_GOING 0x8037 +#define SFX_MENU_ERROR 0x8040 +#define SFX_RELOAD_DEFAULT 0x804f +#define SFX_DRUGSPY_FIREEMPTY 0x8052 +#define SFX_LAUNCH_ROCKET_8053 0x8053 +#define SFX_FIRE_SHOTGUN 0x8055 +#define SFX_DRUGSPY_FIREDART 0x8057 +#define SFX_SLAYER_WHIR 0x8068 +#define SFX_THUD_808D 0x808d +#define SFX_THUD_808E 0x808e +#define SFX_THUD_808F 0x808f +#define SFX_THUD_8090 0x8090 +#define SFX_THUD_8091 0x8091 +#define SFX_THUD_8092 0x8092 +#define SFX_THUD_8093 0x8093 +#define SFX_THUD_8094 0x8094 +#define SFX_THUD_8095 0x8095 +#define SFX_THUD_8096 0x8096 +#define SFX_THUD_8097 0x8097 +#define SFX_EXPLOSION_8098 0x8098 +#define SFX_EXPLOSION_809A 0x809a +#define SFX_DETONATE 0x80ab +#define SFX_DOOR_80AC 0x80ac +#define SFX_DOOR_80AD 0x80ad +#define SFX_DOOR_80AE 0x80ae +#define SFX_BIKE_PULSE 0x80af +#define SFX_FOOTSTEP_80C4 0x80c4 +#define SFX_FOOTSTEP_80C5 0x80c5 +#define SFX_FOOTSTEP_80C6 0x80c6 +#define SFX_FOOTSTEP_80C7 0x80c7 +#define SFX_FOOTSTEP_80C8 0x80c8 +#define SFX_FOOTSTEP_80C9 0x80c9 +#define SFX_FOOTSTEP_80CA 0x80ca +#define SFX_FOOTSTEP_80CB 0x80cb +#define SFX_FOOTSTEP_80CC 0x80cc +#define SFX_FOOTSTEP_80CD 0x80cd +#define SFX_FOOTSTEP_80CE 0x80ce +#define SFX_FOOTSTEP_80CF 0x80cf +#define SFX_FOOTSTEP_80D0 0x80d0 +#define SFX_FOOTSTEP_80D1 0x80d1 +#define SFX_FOOTSTEP_80D2 0x80d2 +#define SFX_FOOTSTEP_80D3 0x80d3 +#define SFX_FOOTSTEP_80D4 0x80d4 +#define SFX_FOOTSTEP_80D5 0x80d5 +#define SFX_FOOTSTEP_80D6 0x80d6 +#define SFX_FOOTSTEP_80D7 0x80d7 +#define SFX_FOOTSTEP_80D8 0x80d8 +#define SFX_FOOTSTEP_80D9 0x80d9 +#define SFX_FOOTSTEP_80DA 0x80da +#define SFX_FOOTSTEP_80DB 0x80db +#define SFX_FOOTSTEP_80DC 0x80dc +#define SFX_FOOTSTEP_80DD 0x80dd +#define SFX_FOOTSTEP_80DE 0x80de +#define SFX_FOOTSTEP_80DF 0x80df +#define SFX_FOOTSTEP_80E0 0x80e0 +#define SFX_FOOTSTEP_80E1 0x80e1 +#define SFX_FOOTSTEP_80E2 0x80e2 +#define SFX_FOOTSTEP_80E3 0x80e3 +#define SFX_FOOTSTEP_80E4 0x80e4 +#define SFX_FOOTSTEP_80E5 0x80e5 +#define SFX_FOOTSTEP_80E6 0x80e6 +#define SFX_FOOTSTEP_80E7 0x80e7 +#define SFX_FOOTSTEP_80E8 0x80e8 +#define SFX_FOOTSTEP_80E9 0x80e9 +#define SFX_FOOTSTEP_80EA 0x80ea +#define SFX_FOOTSTEP_80EB 0x80eb +#define SFX_FOOTSTEP_80EC 0x80ec +#define SFX_FOOTSTEP_80ED 0x80ed +#define SFX_FOOTSTEP_80EE 0x80ee +#define SFX_FOOTSTEP_80EF 0x80ef +#define SFX_FOOTSTEP_80F0 0x80f0 +#define SFX_FOOTSTEP_80F1 0x80f1 +#define SFX_FOOTSTEP_80F2 0x80f2 +#define SFX_FOOTSTEP_80F3 0x80f3 +#define SFX_FOOTSTEP_80F4 0x80f4 +#define SFX_FOOTSTEP_80F5 0x80f5 +#define SFX_M0_HOLY_SHH 0x80f7 +#define SFX_M0_WHAT_THE_HELL 0x80f8 +#define SFX_M0_DAMN_IT_MISSED 0x80f9 +#define SFX_M0_GODS_SAKE_SOMEONE_HIT_HER 0x80fa +#define SFX_M0_GET_THE_HELL_OUT_OF_HERE 0x80fb +#define SFX_M0_YOU_BITCH 0x80fc +#define SFX_M0_OH_MY_GOD 0x80fd +#define SFX_SCI_WHO_THE_HELL_ARE_YOU 0x8103 +#define SFX_SHIP_HUM 0x810c +#define SFX_TYPING_8118 0x8118 +#define SFX_M1_HOLY 0x8124 +#define SFX_M1_WHAT_THE_HELL 0x8125 +#define SFX_M1_OH_MY_GOD 0x8126 +#define SFX_M1_OH_GOD_IM_HIT 0x8127 +#define SFX_M1_MY_GOD 0x8128 +#define SFX_M1_NOOO 0x8129 +#define SFX_M1_OH_GOD_HES_DEAD 0x812a +#define SFX_M1_BLOODY_STUPID_GUN 0x812b +#define SFX_M1_DAMN_IT 0x812c +#define SFX_M1_DAMN_SHES_GOOD 0x812d +#define SFX_M1_COVER_MY_ASS 0x812e +#define SFX_M1_SCREAM 0x812f +#define SFX_F_DAMN_SHES_GOOD 0x8130 +#define SFX_F_MY_GOD 0x8131 +#define SFX_M2_GEEZ_THAT_HURT 0x8132 +#define SFX_M2_DAMN_IT_IM_TAKING_FIRE 0x8133 +#define SFX_M2_GOD_DAMN_IT 0x8134 +#define SFX_M2_HOLY_MOLY 0x8135 +#define SFX_M2_DAMN_MISSED_AGAIN 0x8136 +#define SFX_M2_DAMN_YOU 0x8137 +#define SFX_M2_HELL_SHES_GOOD 0x8138 +#define SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE 0x8139 +#define SFX_M2_NOOO 0x813a +#define SFX_M2_OH_GOD_IM_DYING 0x813c +#define SFX_M2_GOD_RUN 0x813d +#define SFX_CIV_OH_MY_GOD 0x814a +#define SFX_M0_HOWS_THINGS 0x815d +#define SFX_M0_HEY_THERE 0x815e +#define SFX_M0_HI_HOW_ARE_YOU 0x815f +#define SFX_M1_HI_THERE 0x8163 +#define SFX_M1_HOWS_THINGS 0x8164 +#define SFX_M2_HELLO 0x8165 +#define SFX_M2_HEY_WHATS_UP 0x8166 +#define SFX_M0_WHAT_THE_HELL_8167 0x8167 +#define SFX_M1_M2_GEEZ 0x8168 +#define SFX_DOOR_816B 0x816b +#define SFX_DOOR_816C 0x816c +#define SFX_DOOR_816D 0x816d +#define SFX_FOOTSTEP_8187 0x8187 +#define SFX_FOOTSTEP_8188 0x8188 +#define SFX_FOOTSTEP_8189 0x8189 +#define SFX_FOOTSTEP_818A 0x818a +#define SFX_FOOTSTEP_818B 0x818b +#define SFX_FOOTSTEP_818C 0x818c +#define SFX_FOOTSTEP_818D 0x818d +#define SFX_FOOTSTEP_818E 0x818e +#define SFX_FOOTSTEP_818F 0x818f +#define SFX_FOOTSTEP_8190 0x8190 +#define SFX_FOOTSTEP_8191 0x8191 +#define SFX_FOOTSTEP_8192 0x8192 +#define SFX_DOOR_81A8 0x81a8 +#define SFX_DOOR_81AA 0x81aa +#define SFX_DOOR_81AB 0x81ab +#define SFX_DOOR_81AD 0x81ad +#define SFX_DOOR_81AE 0x81ae +#define SFX_DOOR_81AF 0x81af +#define SFX_DOOR_81B0 0x81b0 +#define SFX_DOOR_81B1 0x81b1 +#define SFX_DOOR_81B2 0x81b2 +#define SFX_DOOR_81B3 0x81b3 +#define SFX_DOOR_81B4 0x81b4 +#define SFX_DOOR_81B5 0x81b5 +#define SFX_DOOR_81B6 0x81b6 +#define SFX_DOOR_81B7 0x81b7 +#define SFX_DOOR_81B8 0x81b8