// hardcoded sounds, defined in sounds.cfg enum { S_JUMP = 0, S_SOFTLAND, S_HARDLAND, S_BULLETAIR1, S_BULLETAIR2, S_BULLETHIT, S_KNIFE, S_PISTOL, S_RPISTOL, S_SHOTGUN, S_RSHOTGUN, S_SUBGUN, S_RSUBGUN, S_SNIPER, S_RSNIPER, S_ASSAULT, S_RASSAULT, S_ITEMAMMO, S_ITEMHEALTH, S_ITEMARMOUR, S_ITEMAKIMBO, S_NOAMMO, S_AKIMBOOUT, S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6, //24 S_DIE1, S_DIE2, S_FEXPLODE, S_SPLASH1, S_SPLASH2, S_FLAGDROP, S_FLAGPICKUP, S_FLAGRETURN, S_FLAGSCORE, S_GRENADEPULL, S_GRENADETHROW, S_GRENADEBOUNCE1, S_GRENADEBOUNCE2, S_RAKIMBO, S_GUNCHANGE, S_GIB, S_HEADSHOT, S_CALLVOTE, S_VOTEPASS, S_VOTEFAIL, S_FOOTSTEPS, S_FOOTSTEPSCROUCH, S_MENUSELECT, S_MENUENTER, S_UNDERWATER, S_TINNITUS, S_AFFIRMATIVE, S_ALLRIGHTSIR, S_COMEONMOVE, S_COMINGINWITHTHEFLAG, S_COVERME, S_DEFENDTHEFLAG, S_ENEMYDOWN, S_GOGETEMBOYS, S_GOODJOBTEAM, S_IGOTONE, S_IMADECONTACT, S_IMATTACKING, S_IMONDEFENSE, S_IMONYOURTEAMMAN, S_NEGATIVE, S_NOCANDO, S_RECOVERTHEFLAG, S_SORRY, S_SPREADOUT, S_STAYHERE, S_STAYTOGETHER, S_THERESNOWAYSIR, S_WEDIDIT, S_YES, S_NICESHOT, S_NULL }; // sound priorities enum { SP_LOW = 0, SP_NORMAL, SP_HIGH, SP_OMGPONIES }; enum { M_FLAGGRAB = 0, M_LASTMINUTE1, M_LASTMINUTE2 };