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// 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
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