// hardcoded cube sounds (i.e. order matters, and these must always be the first to be registered). registersound "aard/jump" // 0 registersound "aard/land" registersound "q009/rifle" 80 // "awesund/rifle" //"free/rifle1" altsound "q009/rifle2" 80 altsound "q009/rifle3" 80 registersound "free/punch1" registersound "q009/shotgun" 110 // "free/shotgun" //"awesund/shotgun" altsound "q009/shotgun2" 110 altsound "q009/shotgun3" 110 registersound "q009/minigun" 70 // "awesund/cg1" 90 // "free/chaingun_once" //"awesund/cg2" altsound "q009/minigun2" 70 altsound "q009/minigun3" 70 registersound "q009/rlauncher" // "awesund/rlaunch" //"free/rocketlaunch" altsound "q009/rlauncher2" altsound "q009/rlauncher3" registersound "q009/ren" 200 // "awesund/explode" //"free/rocketl" altsound "q009/ren2" 200 altsound "q009/ren3" 200 registersound "aard/weapload" registersound "aard/itempick" registersound "free/itempick" // 10 registersound "free/tick" registersound "free/acid6" registersound "free/itemback" registersound "q009/teleport" 255 registersound "aard/outofammo" registersound "free/acid5" registersound "aard/pain1" registersound "aard/pain2" registersound "aard/pain3" registersound "aard/pain4" // 20 registersound "aard/pain5" registersound "aard/pain6" registersound "aard/die1" registersound "aard/die2" registersound "q009/glauncher" // "awesund/flaunch" registersound "q009/grenade" 200 altsound "q009/grenade2" 200 altsound "q009/grenade3" 200 registersound "nieb/jumppad" 255 registersound "q009/pistol" 80 // "free/pistol" altsound "q009/pistol2" 80 altsound "q009/pistol3" 80 registersound "blindabuser/fight" 150 registersound "blindabuser/health_boost" 150 registersound "blindabuser/health_boost_in_10_seconds" 150 registersound "blindabuser/quad_damage" 150 registersound "blindabuser/quad_damage_in_10_seconds" 150 registersound "soundsnap/burn" registersound "soundsnap/chainsaw_attack" 150 registersound "soundsnap/chainsaw_idle" 230 registersound "free/hit" 60