"NPC_Assassin.FootstepLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" } } "NPC_Assassin.FootstepRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" "wave" "footsteps/softshoe_generic1.wav" } } "AssassinTripwire.Zap" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/assassin/ball_zap1.wav" } "AssassinTripwire.ShootStart" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/assassin/ball_shoot1.wav" } "AssassinTripwire.LoopingShoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/assassin/ball_loop1.wav" }